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Kiniticyst wrote:

What sort of scale do people have in mind for each of Noma's hexes? I couldn't find any reference to it in the book, just wondering how long it would take to travel across a hex.

My party are most likely bringing their cruiser that they have brought onboard the Sundiver ship. The hover car can travel at 75mph and as the crow flies if that makes any impact on how I should scale the city!

We played through this a while ago, so I can't remember precise details - but my group were nervous about traps/resistance, and really into exploring the city. So I didn't worry too much about precise scale, and went with a nominal time to move between hexes cautiously (30 mins?), with an additional nominal time on first visit to a hex to explore it & find its key contents (1 hr or so?), eyeballed by what felt about right for moving through on foot. I scattered the contents of the gazeteer over the map, winged the exploration of each based on the gazeteer discription, & injected the encounters wherever felt right.

I also hampered comms with their ship (where they had left a couple of NPCs to "hold the fort") with an interference/gravitational field time lag effect [instant comms in the same square, time lag growing with distance squared so there was a couple of minutes delay from one end of Noma to the other] to add to the sense of weirdness/isolation.

Overall effect was it took them about three days to get from one end of Noma to the other with exploring (returning to the ship after day 1 to rest, then "camping out" after day 2), but they could get back in less than a day when they just hustled through. Worked out pretty well.

Noma's odd enough that you can add a thing somewhere along the journey that mucked up the hover car drive (especially if the players aren't being cautious) & require a repair quest/city permissioning thing if you wanted to play up scale/weird tech and have a more exploration feel?


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Archpaladin Zousha wrote:
Outside of those pet-peeve issues of mine, I also would like to see more about how some of the more esoteric classes, such as Solarians and Vanguards, train and become what they are. We have a solid listing of magic-schools now, which I love, and while there's maybe one or two centers of similar education for Solarians (the Cosmonastery of the Empty Orbit first on Absalom Station and the Corona Academy on Vesk-4), but I presume the Idari is probably full of them, given that's where the art of the Solarian entered the Pact Worlds, on Accara IV, the homeworld of the shakatlas, as their Star-Guardians are commonly dual-classed Solarians and Mystics, and I wanna play Solarians who got their education in some way BESIDES going to one of those two schools I mentioned earlier. And I want Vanguards to receive the same love, since unlike solarians they...

To add to your list: there's a solarian monastery in the Burning Archipelago (the Shadeless Precinct). Tiny bit of info in SF#14.


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Since this conversation seems to be a goldmine for the developers, I'd like to add my experience as a veteran GM who now uses APs (& other prewritten modules) almost exclusively - exactly for reasons of minimal available prep time & high basic quality of the material (both variety & interest of encounters, and an interesting & well-put together overall storyline). Sure, some chapters/sections (or even whole APs) don't suit me as well as others, but so far there's been enough overall content available that I've been able to pick & choose ones that overall work for my play groups without too many problems, and we've just driven through "weaker" (less to our style) sections.

While I'm pretty comfortable deviating in detail from what's written as the players engage, a general expectation that I don't need to do that just to make the game work is extraordinarily valuable to me - it would be a major loss of value if I *had* to significantly develop the material before I could run it, so some of the more "outline" suggestions above wouldn't work well for me. (I have enough trouble with sandbox-y areas which - in a prewritten adventure - I find don't always flow that easily without more prep work than I really have time to do. Zirnakaynin in Second Darkness would be a classic example of a really great setting that I didn't feel I did any sort of justice to.) For context, I run three games/week with different groups, and work full-time. I try not to take "time off" between chapters/modules so more-or-less prep as I go, and the time's almost all taken up by VTT stuff (maps, tokens, NPC stat input etc.).

Of course, as a result the "social contract" with my play groups is very much to go with the adventure storyline; that works for us & has rarely felt forced. Maybe once every 2 chapters or so, someone refers to the meta to justify the party's direction of travel, and maybe one in 3 of those generates a bit of chat about how that's a bit silly/feels odd/the group might have pursued something else - we invariably just shrug and go with it. I recognise this wouldn't necessarily suit everyone!

I think I agree with the sense through this thread about the combat-heavy feel of some chapters - though I can't speak to the PF2 APs yet as I haven't run any yet. It definitely felt a feature of several PF1 APs, especially in later levels. I'm in several minds about what the "right" answer is - I *think* my groups would prefer a smaller level range across a 6-chapter AP, to allow a bit more expansiveness (& time-in-level) than the classic AP experience [maybe 3-2-2-2-2-1, say]. I understand that this isn't necessarily a great answer for Paizo though because L1 adventures sell so much better (so starting above L1 is no good); 6 chapters is such a sweet spot for the publishing schedule; and an understandable desire to explore the full level range!

By the way, we mostly don't use milestone leveling as all my groups like to see their XP hopper filling session by session as a way of tracking progress - they all love the anticipation & payoff of the leveling up! We're cool with story awards, even quite big ones, but they need to feel proportionate to play time experienced. I think we'd like bigger story awards for extensive RP sections, and a general trend to increase story award (with appropriate content to generate it) in place of some dungeon combat XP.


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Ascalaphus wrote:

Five seems like not a lot. But when you ask yourself, "do fifteen fights really all serve a meaningful role in the plot" you usually find there's some that you can shed.

Now that the encounter difficulty system doesn't rely on wearing people down before a bossfight, do we really need that many encounters?

And reading the Five Room Dungeon article, actually what it proposes is a lot less than five fights; probably more like 2-3, with the other rooms having something else in them, such as puzzles, traps, moral choices, RP encounters and some other things.

Now I don't think the five room dungeon concept is really the end of the lesson. It needs some serious adaptation if you want to use it as a model for capturing a garrisoned castle for example. Castles usually have many rooms.

But not all of those rooms are meaningful, and fighting guard patrol #10 isn't quite as original. Maybe we could abstract a bit? What if capturing a castle was modeled a bit like a five-zone dungeon, where for example the whole outer battlements count as a room, and all the guard patrols scattered there are one giant encounter, but that starts out dispersed?

You're doing exactly the kind of idea development that Johnn advocates in his wider advice on the subject - I seem to recall he suggests treating megadungeons as "fractal five room dungeons", and definitely doesn't limit his "rooms" to be single rectangles (groups of physical rooms which behave as a single encounter area would be absolutely de rigueur and work well for a fortress, for example, and also speak to some of the chained encounter discussion also).

The point of course is to provide some narrative structure, mini-story arcs, to the adventure experience, not to rigorously box into a set design paradigm. I find it works best when treated in than vein.

I should say also that Johnn (certainly more recently) is coming from a rather less planning detail (or should I say more emergent?) approach to GMing than a Paizo module is looking to deliver, and an emergent GM needs easy tools like this to hand to cope with having no firm idea where/what the players will do next.


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beowulf99 wrote:

I'll come clean and admit that I never liked that particular quark of PF1. The idea that you couldn't "flank" with a ranged attack, especially at point blank, has always been silly to me. Imo, flanking should be much looser than it is even in PF2.

The whole idea is that your target's attention, and thus it's ability to defend itself, is split between multiple opponents. Anyone who's ever been blind sided in a scrap could tell you how easy it is to have this happen, even if your opponents aren't on "opposite sides". But I understand why mechanically Paizo requires opposite angles, because it forces you use your movement to gain advantage rather than simply "ganging up" on an opponent. Unless you happen to be a Rogue anyway.

As to "typical medium sized bipedal humanoid with two hands" not being able to "threaten" while carrying a bow, or any other ranged weapon for that matter, that is also pretty silly imo. A person is virtually always capable of inflicting harm on another, hands or no. Kicks, headbutt's, shoulder slams, knees, elbows or just bashing you with whatever they have IN their hand is virtually...

Sure. But we're drifting into combat design philosophy now & how much simulation vs. gamism. Maybe I'd rule similar, especially with +Level to attacks and everyone being Trained in Unarmed, whatever that means in real-world fighting analogues. Hasn't really come up yet at my table - my players seem to want a melee weapon in hand if they're fighting in close quarters. Seems rational to me!

My point was merely that remembering the bipedal 2 hands humanoid bias in the ruleset was a way to parse the rules sensibly to support a restrictive ruling if you wanted, without having to reach the farcical extremes of kicks & bites (which are definitely allowed at least by particular abilities etc.) needing a free hand.


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Whilst I don't think there's any merit for the reading that [all] unarmed attacks need a free *hand* specifically, not least because of all the ways of getting attacks with other body parts just discussed...

I can see a sensible reading based on the typical "medium-sized bipedal humanoid with two hands" bias that often crops up that suggests that it is not intended for medium-sized two-handed bipedal humanoids to be "always threatening" [old shorthand, sorry] when their two hands are full of not-melee-weapons, absent some sort of ability that allows it.

That doesn't seem so crazy, and rationalises the nominally competing position around unarmed attacks (which only sometimes need a free hand) and the fist. But it also requires a deal of background assumptions to rules reading that we won't find explicit in the text.


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Snowforged wrote:
Elro the Onk wrote:
haydenmccullen wrote:
Any tips? This is probably my favorite AP, so I've decided to try to convert it over.
I've converted most of book 1. I could share my monster, trap & haunt conversions if there's interest, though it's all entirely untested so far as we've literally just finished Session 0! Could also probs include the rewards (equipment, loot etc.) I'm planning on at this stage, though this will probably evolve more.
Do you still have your conversion information available to share? I'd love to take a look at it prior to running a game with my players.

Sure. PM me with an email address & I'll send it to you.


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Megistone wrote:
I'd rather add an entry in the initiative table (like: "Tom's Frightened condition ticks down" at initiative count 12, while Tom has delayed to count 3 or maybe into the next 'round', acting at count 19) than put a nonsensical limit to the players' actions.

That's exactly how I play it too. Bookkeeping sounds bad, but isn't actually in my experience as the circumstance is pretty rare - folk in practice don't often delay when they're under negative effects as the opportunity cost is more likely not to be worth the tactical benefit. System working as intended.


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Thanks for this thread - helpful flavorful ideas.

For similar kind of "generate flavor" reasons, I've been (trying) to name items a bit more in my current game; for example, a found weapon is "Honor Guard" rather than "a +1 striking halberd" - this seems to have gone down well with my players & resonates well for me with the idea of the "spirit of the weapon". It's much easier to come up with some story associated with the name if that's needed at any point as well.

I think in my game the evocative name will probably also transfer along with the rune in the "ritual", perhaps with some evolution based on the physical properties and history of the enchantments & weapons involved.


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Ubertron_X wrote:


Or casters could also have some low level class feats that "break" the action economy like martials often have, e.g. things like sudden charge, flurry of blows, hunted shot or skirmish strike.

Quickend casting is level 10, once per day and at -2 spell levels...

So how about feats that e.g. let you do a free recall knowledge check while casting a spell (Knowledgeable Spell)? Or a feat that lets you either cast shield or raise a shield while casting a spell (Shielded Casting)? Or a feat that lets you step while casting a spell (Skirmish Spell).

Just some ideas...

This seems like a much more interesting, fitting with the rest of the system, and "balanceable" way to go than taking feats/must have items to add static bonuses to ramp always on spell power up.

I know you were just spitballing but Skirmish Spell is rather stronger IMO (but would be ok at higher level), but the other two - and no doubt many more in this vein - seem like exactly the right idea for diversity of tactics/interest/action economy interaction, without being "must haves".


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Thanks all. Pretty clear consensus that my original & instinctive reading was right.

Easy to overthink things, isn't it?


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Simple question. Probably a simple answer ("no"). But I realised I'm not 100% sure.

The context is the extra action from the Haste spell. It's almost certainly supposed to be limited in applicability, but Sneak seems kind-of in zone.

Relevant rules text:

Haste wrote:
It gains the quickened condition and can use the extra action each round only for Strike and Stride actions.

So far so good, though it doesn't quite say "the" Strike and Stride [basic] actions.

Basic actions wrote:
Most notably, you’ll use Interact, Step, Stride, and Strike a great deal. Many feats and other actions call upon you to use one of these basic actions or modify them to produce different effects. For example, a more complex action might let you Stride up to double your Speed instead of just up to your Speed, and a large number of activities include a Strike.

Hmm. This talks about "modifying" the basic actions. Is a "modified" basic Stride action still a Stride action?

Sneak wrote:
You can attempt to move to another place while becoming or staying undetected. Stride up to half your Speed. (You can use Sneak while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type; you must move at half that Speed.)

That's certainly a Stride in there. Does that mean it's a Stride action?


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Fumarole wrote:
I have each player roll 20d20 each time they level up, and write the results down on a sheet I created that also has their save bonuses, as well as perception, thievery and stealth bonuses and related proficiency levels. They write the rolls in two columns of ten, and for each player I randomly determine which column I start with and whether I go up or down. I then refer to this sheet for secret checks during the game and the players don't even realize when I am doing it. Of course if they are actively asking for a check that is secret I just ask for their modifier and use the next result.

Thanks for sharing. I like this method & will steal it. One modification: for active checks, we like the clatter of dice & either get the player to drop into my dice tower arranged so only I can see the result (if at home) or get the player to roll their dice through a cunning gap I have in my GM screen (if I don't have the tower with me).


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Apologies if this has already come up, but I'm also a bit concerned about the impact on a specific staple foe: ghouls (and ghasts). There's no degree of success considerations here, merely fail = paralysed. So incapacitate is a massive reduction in effectiveness.

In previous editions (right back to AD&D at least), these monsters had a tendency to be lethal in a "fair fight" (vs L1-3 PCs say) because the paralysis saves were not that easy, they had a lot of attacks to try and land this, and the duration was tough. Against higher level foes, there was "graceful degradation" of threat, both because the expected number of hits dropped and the saves became increasingly easy. But a pack could still be a nasty encounter up to fairly high PC levels. I seem to recall a PC death against a pack of *ghouls* at about level 8 or 9 (in Legacy of Fire) when they caught a spellcaster slightly separated, paralysed them, and finished them off before the rest of the party could get there.

In PF2, even a pack of ghasts are absolutely no threat at all once the PCs hit level 3. The PC has to CF the save to be affected (i.e. roll a natural 1, given the DCs involved).

(BTW, I think the introduction of a "save every round" mechanic is a great change on the other hand - noone want to be out of the fight with no method to recover just through 1 bad roll.)

It seems a shame that this kind of encounter - a pack of lower-level foes who collectively pose a threat through lots of chances to land a nasty effect - is a loss to the game. It needed different sorts of tactics and player choices & variety is good.

I guess the same kind of problem exists with e.g. cockatrices and basilisks, but they're perhaps not quite such a common "pack" foe so the situation isn't likely to come up as often.


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Jason Sunday wrote:

I am currently running "The Rune Drive Gambit" and I may be replacing the starship battle after defeating Sardat Zolan Ulivestra with the Sardat riding some sort of dragon instead so that it would be a starship vs monster fight. I know there aren't a ton of rules for this sort of situation but I was considering building a ship that is reskinned as a dragon. It sounds like a cinematic battle to me. Anyone else have Ideas or thoughts?

Sounds cool. Ship reskinned as dragon seems exactly the right way to go to me; will take a bit of work to balance out the "crew actions" normal mode with whatever the dragon & Sardat are going to be doing instead.

You might want to think about:

1) if the Sardat doesn't survive the planetside encounter, what happens? I wouldn't want to railroad the Sardat's survival myself, though I guess his armor's contingency makes it very likely. Maybe the dragon attacks for revenge riderless? How does this change your rules?

2) if the Sardat does survive, how is he protected from the PC's ship's weapons? I guess the dragon is protected by being awesome and very tough, but the Sardat the PCs already know is a level-appropriate foe. What happens if the PCs choose to Science Officer-target the Sardat (or the dragon's head or wings or somesuch)?

Neat idea; happy gaming!


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Name: Kriyana ba-Sekhmet
Race: Human
Class/Level: Cleric of Sekhmet 2
Adventure: The Half-Dead City [PF2 conversion]
Location: The House of Pentheru, 2nd floor

Catalyst: Pressing on beyond sense, poor rolls, no-one realising the danger

The Gory Details

Spoiler:
The team (alchemist, barbarian, bard, cleric) started well outside the house, easily clearing the grounds and the basement (with a night's rest along the way), until they got to the granary. Out of useful swarm-killing resources, they fled into the house but were unwilling to risk sleeping without clearing it. They proceeded very cautiously, dispatching Heshsharu and the beheaded without much ado. Growing confident, they pressed on up the stairs with less than full health and few daily resources left.

They found the headless corpse and figured out vargouilles were present, but got confused about fiendish ancestry and cold iron. So when the first vargouille appeared, they started burning through their cold iron arrows and bolts. Imanish took advantage of the confusion to "persuade" the dwarf barbarian to go wake up the other vargouille.

It was still a near thing. Both vargouilles were soon dispatched (using most of the cold iron), but not before the barbarian was down. Without his big hits, Imanish's physical resistance was causing trouble. Kriyana finally went down to a critical hit (putting her straight to Dying 2); sensing they were close to winning, the other two went for the doru div again, thinking there would be time to see to Kriyana safely once it was dealt with. Kriyana however could only critically fail her recovery check and that was the end of her.

The next arrow took Imanish too close to death and it fled, leaving the others to rue their choices.


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GM-JZ wrote:

Can I confirm something?

The book states with the materials scavenged from the garrison and the parts Aibretta has on hand, the PCs can upgrade their ship to tier 2.

Is this literally saying they can purchase any upgrade to their ship within their new BP budget? So eventhough there is no mention of a trinode computer in the garrison for example, they could scavenge one if it within their BP budget?

Or are they limited to the actually listed items in the garrison like the heavy laser cannons?

I'm pretty sure the intent is the former (any upgrade), or at least more than what is specifically mentioned - I reckon there's all sorts of (unmentioned) stuff kicking about in the workshop / scrapyard / warehouse. But there's no reason why you couldn't suggest or agree some kind of "reasonableness" constraints as GM if that offends your table!


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Paizo Marketing & Media wrote:
Looking for feedback. Do you like seeing the Table of Contents and back of the book? Or meh?

+1 to Table of Contents.

Back of the book, not so much.


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T'Challa wrote:

I feel like the rewards and skill DCs are the biggest changes I need to undertake. The monsters should be easy enough with monster building and just using something with similar difficulty/Theme

It looks fairly workable just using the DCs as written for skill checks (at least in chapter 1) - seems to be working ok so far anyway.

Monsters were fun to do - I enjoyed adding the step of adding flavorful actions to the critters. Repeating the offer to post if anyone wants.

Rewards were the most time consuming ... here's what I'm going with so far in case that helps!

Spoiler:

Crypt cache
2 sunrods
3 holy water
3 minor healing potion
Silversheen
2 Scrolls: magic wpn
Scroll: protection
Darkwood case [4 gpv]
Brass spirit planchette
4 haunt siphons

Emergency supplies
50 gp
2 lesser healing potion
2 lesser antiplague

Chapel cache
5 holy water
Wand: heal L1

Infirmary cache
Expanded healer’s tools
2 lesser antitoxin
1 lesser antiplague
2 minor healing potions

Property cache
Infiltrator thieves’ tools
War medallion (4 gpv)
Taldan painting (10 gpv)
Silver hair clips (3 gpv)
12 shuriken
Low-grade silver war razor [as kukri]

Hidden vault cache
+1 hatchet (+1d6 vs beheaded)
12 wooden holy symbols
Prof Feramin’s spellbook (24 gpv): III: levitate; II: comp langs, disp magic, false life, summon elemental; I: gust of wind, illusory object, mage armor, magic missile
Crafting hammer (as sterling artisan’s tools)
Silver flute (3 gpv)

The Lopper’s cache
5 gp
Broken hvy crossbow
+1 mace
2 alarm snare

Captain’s cache
6 chainmail
6 studded leather
4 longswords
4 maces
2 hvy xbows
120 bolts
Climbing bolt
3 hobbling snare
2 lesser healing potion
Lifting belt

Splatter Man’s cache
+1 striking rapier
Low-grade silver dagger
Hat of the magi

Reward
Council 80 gp
Townsfolk {Trust x2/5} gp


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haydenmccullen wrote:
Any tips? This is probably my favorite AP, so I've decided to try to convert it over.

I've converted most of book 1. I could share my monster, trap & haunt conversions if there's interest, though it's all entirely untested so far as we've literally just finished Session 0! Could also probs include the rewards (equipment, loot etc.) I'm planning on at this stage, though this will probably evolve more.


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Wolfgang Hype wrote:
How did people run the maps for Cell Block J? I'm reading over the descriptions and having a hard time reconciling them with the map. B12 and 13 especially since it seems there is a wall and circular desk dividing each of these but nothing in the description mentions these. Presumably it's not terribly high as they both have a control room overlooking the area. The flavor text also makes it seem like you can see the whole room when you enter. So did you just make it an empty room aside from the parts actually listed in the text, or if you included the wall how did you have them set up?

I described & ran them as a mix of low, solid barriers; transparent, solid window partitions; and transparent, barred upper sections. The divider across the room I described as the same but without bars across the top. The control room I had raised & accessed by a short flight of stairs, overlooking the whole affair. The doors I generally had as touch operated sliding doors that could be locked down from the control room.

So my players could *see* the whole room pretty much straightaway (& be seen), but they couldn't get everywhere without walking around/dealing with the doors. Seemed to work out ok (& gave a use for the jump jets one player had to scoot over the partition wall between the two halves).


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VestOfHolding wrote:
* Ok. So. The Faerie Dragon. Deadmanwalking pointed out that +16 seemed like a high perception for a level 2 creature. Now, I'm a data nerd. I wasn't going to include that without statistically proving that. So.....I went through the bestiary and tracked what all of their perception bonuses are. And sure enough, here we have it. That data point of 16 is anomylously high compared to all the other perception values for level 2 creatures. Is this on purpose or ok? I'll leave that up to Paizo folks. Either way, wow I commit to these rabbit holes, lol.

In a similar vein: the air mephit (elemental) has an anomalously high Reflex save (+19). As with the faerie dragon and Perception, it's not out of meme for the creature to have a high score in the stat, but it's similarly *so* high that it's probably a typo of some sort.

(For the data nerds: the spread on Reflex saves is +0-8 for L-1, +4-8 for L0, +1-11 for L1 (excluding the air mephit's +19), and +3-12 for L2. That's all I've analysed so far!)


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Re secret rolls: For the playtest, I had the players roll the dice & announce their skill bonus but into a dice tower where only I could see the result. At least for checking for traps, the deadpan "looks fine" response became a bit of a running joke that I think added to the fun & with minimal brain load. Crit fails on recall knowledge almost never came up.


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Lord Fyre wrote:
Garretmander wrote:
No, Against the Aeon Throne starts at level 1.

I know.

BUT, what I am asking is that for better encounter balance (i.e., competent enemy reactions), would the AP work better if the characters were more powerful?

My 2cp: I agree not if you run as written. But there would be an interesting variation to Book 1 starting the PCs at level 2 (say) and running the enemy smart. You'd likely have to rework it a little bit & think through tactics etc., but it would mostly work as a framework.

I think you'd have a major problem with the 2nd half of Book 2 run smart (unless you wanted a siege/pitched battle - in which case, I'd suggest you're so far off script you might as well write your own adventure). I decided it was easier to run the Azlanti dumb throughout than to make them dopey just for Bk 2 Part 2!


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I just finished GMing the AP.

It's a fun campaign in a clear genre mold. It runs relatively short by AP standards (Book 3 in particular). It's easy to GM in the sense that there aren't many really complex fights, and that the PCs generally have a clear idea what to do next (and when the don't, the adventure quickly comes to them). Some sections need a bit of suspension of disbelief/quick thinking to fly, but no more so than any non-trivial pre-written adventure...

I would say therefore that it is suitable for a first time GM, though even a short AP is still quite a lot of commitment first time out! We play a lot and it took 6 months to finish.

A couple of potential gotchas:

Spoiler:

1) I found it definitely works best if run "Star Wars style", with an incompetent enemy vibe (poor comms, sloppy training, dodgy tech, whatever). Allowing well-organised, well-planned enemy responses to several sections (either half of Book 1, 2nd half of Book 2, 2nd half of Book 3) will likely wipe the PCs and clearly isn't intended by the authors. For some elements this works better than others: cadets on Nakondis could believably be overeager/undertrained, and rivalry between Evandrian & the Rune Wardens helps to explain the lack of any decent defensive reinforcement/overwhelm strategy on Aurelos. Particularly on Gulta though, where 1 bad roll can (should?) quickly lead to an overwhelming escalation, I found it necessary to say "yes" a lot to players' ideas which should perhaps not have worked to overcome the tricky set up & minimal options to rest.

2) My players were very cautious about tipping their hand on Outpost Zed. Given that the station is obviously much bigger than the section presented in the book, they wanted to go creeping about way off script to get more intel rather than opening up to anyone. In hindsight, I wish I'd had Sayonsi be a bit more explicit about the safety of talking to people, and that the merchants on the promenade were by far the most likely lead. I had to resort to some slightly heavy-handed "overheard" tidbits about local hostility to the Azlanti to get my players to talk to anyone, given that I run pre-written adventures because I lack time to generate heaps of new material!

3) The difficulty of the fights was all over the place for my players; mostly easy to very easy (leading to overconfidence and sloppy tactics), with one or two pretty hard unless the dice are with you. It's worth thinking ahead about what to do if the PCs lose the harder fights (especially Sharu at the end of Book 1).


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You could use the Relic engineer stats from earlier in the module (p20) - not exactly a noncombatant, but at CR 1 a pretty low-threat foe and in the right sort of class to boot.


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rixu wrote:
We had a WTF moment yesterday as the players went to Outpost Zed. I laid out the map for them and they wanted to go from A2 to A5 since there is a way there on the map. I started to wonder how it can be since there are hostile creatures there and it's right next to the cantina. I also remembered it was supposed to be only accessable from the pipes. Quite a bug in the map, or did I get something wrong?

Yeah, I ran this as being more of a "logical connections" map than "as drawn". I also wanted to play up the maze-like nature of the piping (and also to give one of my PC aliens a chance to use their squeezing special ability!).


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Char Ops Playtest wrote:

Lessen Injury (Su)

As a reaction when you or an ally within 100 feet of you takes
damage, you can spend 1 RP to change the amount of damage dealt
to the lowest possible value. [...]

How does this work with area effects?

The particular case that came up was a trap that did 3d6 electricity damage in an area that happened to include all 4 PCs.

I thought it was clear that Lessen Injury could be used against this effect ("you or an ally ... takes damage"), but was less clear on whether the witchwarper needed to choose a single target or single source of damage to effect.

Since I only roll damage once for these types of effects (don't know if that's RAW or not!), after consideration I ruled that the paradigm shift would apply to the effect and lessen its damage for everyone.

Grateful for feedback & maybe worth clarification in the final? If this works, it's a great ability against area effects!


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I just ran this through. I normally houserule that level ups happen on a (night's) rest & daily preparation. But after a bit of consideration, I decided that there's no reason that a level up shouldn't happen on a PF2-style 10-min rest - and a quick mid-battle breather felt much more reasonable than an overnight stop!

My PCs had already retreated to the upper gates once for a breather & some attention from the healers there. When they reached 3rd level (I think it was after defeating the drummer raid leader), they were pretty beat up & headed back to the top gates again.

I gave them the basic bonuses (BAB increase etc.) & abilities; the extra hps; and let them prepare new spell slots after this pause. Coupled with the reasonably plentiful healing resources provided, this just got them through to the end of the raid.

One advantage of having the raid happen in the small hours of the night is that, with a bit of pacing and brief stops for respite/working out what's going on, it could be only a couple of hours from dawn by the time Crusher is defeated - taking a short nap then to recuperate/regain daily abilities seems sensible, and I let the PCs refresh after (I think) 4 hours' "crisis rest", while Kurth kept the cave under guard.

Perhaps not completely RAW, but it seemed to work out ok - the PCs were well-challenged but it felt possible, in the spirit of the module, and didn't grate on us too badly!


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Necerion also only has 2 castings of disappearance available (1 if he's cast Mind Blank), which last 10 min. This can be a factor too.

In my game, he hadn't cast Mind Blank, but used the Disappearance hiding from the PCs per the module. The PCs then took a 10 min rest to treat the wounds they'd received from the spectral trap & spikes opposite the portal doors before crossing the water. So he ended up having to cast his 2nd to follow them across the water and to & through the Mirrors.

The PCs then proceeded to spend 10 min using the glyph of warding from the rogue's ring of maniacal devices at the entrance to the Vault: they'd convinced themselves Necerion was within, and thought that might slow him down on the way back out.

Not only did that reduce Necerion to sneaking mundanely after them as they entered the Vault (though as DMW points out, he is pretty good at that), but he also set off the glyph, blowing his cover completely - and drawing the ire of the kraken.

The PCs got away in the confusion.


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I quite like this solution...

Starfox wrote:
Playtest document, p 158 wrote:
If you’re unseen by a creature and it’s impossible for that creature to see you (such as when you’re invisible, the observer is blinded, or you’re in darkness and the creature can’t see in darkness), you automatically treat the result of your d20 roll as a 20 against that creature on your checks to Sneak.

This rule is good for ambushes; if you are unseen because of total cover (such as being around a corner or in a prepared ambush position) when the initiative is rolled, and you use Stealth for initiative, you automatically roll 20 on the initiative check. You are not quite guaranteed to go first, but almost. You are also likely to have to spend your first actions moving out of cover, standing up from prone, or otherwise paying for the privilege of being unseen.

... though it doesn't quite "feel" right to me that *all* the ambushing party act as one on the same initiative (assuming they're the same creature type with the same +Stealth). You'd have thought, unless very well coordinated/trained, there'd be some separation between the "first off" and the "last to react" in the ambushing party, with the ambushed folks having a chance to act in between if they reacted well.

Any ideas how to simulate this? [I guess a flat bonus of some sort to the ambushing party would do it, but SFAIK this has no support at all in the RAW.]


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MaxAstro wrote:

I'm still on the side of feeling that the simplest thing to do with Treat Wounds, instead of making the mechanic more complicated than it is, is to just have it heal half on a failure. I feel that would do a lot to make the increasing difficulty not bother people as much, since it would almost always be "how much do I heal?" not "do I heal or don't I?".

Plus it helps explain the difficulty increase better, since then a high level character will end up healing more on a failed Treat Wounds than a low level character would even on a success.

I really like this idea, even if it comes with a bit of a downwards adjustment to the maximum healing possible in 10 minutes (which I think would also be a good thing!). For the "you have 10 minutes between waves of enemies" type scenarios - just on the offchance there were to be any ;-) - this would make Treat Wounds *much* less of a lottery.


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Fuzzypaws wrote:


I would assume you can effectively "shorten" such a wall by doubling its thickness.

Yes, that's fair I suppose. Don't think that helps if the ceiling is less than 20 ft. high though!

Also: you clearly passed your Perception check for other problems too. Wow, this version is hard to use.


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So Wall of Stone creates a 120 ft. long, 20 ft. high wall. It can be shaped, but lacks the text from Wall of Thorns "the wall can be of a shorter length or height". By inference, Wall of Stone can't be shortened - this seems to make its utility seriously limited in most dungeon (or even fairly big cavern) type environments, given that it must be placed in unbroken empty space. It's only really useful RAW for vertically partitioning enormous caverns (or clear outside areas), or bridging canyons that are ~100 ft. wide...

(It's also not clear - given that it's only shapeable on 5 ft. square boundaries - how it can be used to make the "set of stairs" in its example text. Surely stairs with a 5 ft. rise only??)

Could we get the text cleaned up a bit to at least 1) allow shorter/narrower bridges; 2) allow the kind of "crumple" shaping necessary to make stairs?


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The Conditions section can be reasonably read that Enfeebled ("... conditional penalty ... to attack rolls, damage rolls, and Strength-based checks") applies to all attacks, irrespective of whether melee/ranged/Finesse or not, and similarly Sluggish ("... conditional penalty ... to AC, attack rolls, Dexterity-based checks, and Reflex saves").

At first I thought this was loose language (i.e. Enfeebled should have specifically stated it applied only to STR-based attacks, and Sluggish to DEX-based attacks), then I decided it was a sensible simplification.

On reading through the spells though, the various Form spells take care to specify which stat they use (viz Aerial Form "... These are Dexterity-based (for the purpose of sluggish, for example)" and Animal Form "These are Strength-based (for the purpose of enfeebled, for example)") - this seems inconsistent with a RAW reading that Enfeebled and Sluggish apply to all attacks, irrespective of the ability modifier involved.

It seems that either the spells could be simplified, or that the conditions should specifiy STR- and DEX- based attacks. Presumably there's a similar case for Sluggish not Enfeebled applying to the Rogue's Dex to damage

Am I missing something?


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Dave Justus wrote:
I'd recommend against getting locked into a single plan of what will happen. Give your party multiple ways to 'win' (and maybe even a few ways to lose.)

I'd really support this way of thinking about the problem.

"What if" the various strands and think about how each of those could move the story forwards (not necessarily into the plot you have in your head - just forwards).

You only need to be one session ahead of your players after all; maybe losing the macguffin after striving for it and taking lots of precautions isn't going to feel like "due reward" for the players' efforts?

Maybe there's some other way to get the players on the bad guys trail?

Maybe this isn't the major macguffin you've been assuming, maybe it's just a minor key - enough to make the bad guys' lives easier, but not critical?

Maybe the players can get a read on the macguffin they've got to realise this, and that they need to start chasing down the real deal to stop all hell breaking loose?

Maybe that would feel like a reward for their good play - we got the key, we hung onto it, now we've got a read on the real threat?

Or maybe something entirely different :)


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wraithstrike wrote:
dysartes wrote:
Darksol the Painbringer wrote:

Rebuttal time.

*snip*

As I've stated above, these are the stats that the GM told us from the AP we're running. If they're "wrong", then quite frankly we're facing some of the highest AC foes of that level, and then some. Which seems silly when all it is are Ogre Fighters in light or medium armor...

OK, Darksol - which AP are you playing through?

Reason for asking is that AC24 (which is what you quoted earlier) seems rather high for Ogres. The default Ogre is already wearing medium armour with a +4 modifier, and only clocks in at AC17.

There's the possibility some have class levels giving a boost, but +7 seems a little excessive.

I don't know what AP he is using, but no AP I have come across has AC 24 as a common thing at level 3. I don't even think I have seen it for a boss fight at that level.

Given ogre references, I looked up some of the Rise of the Runelord fights: typical CR9 fights in this AP as written are against an ogre fighter 5 (AC21) + 2 or 3 standard ogres (AC17). The highest ogre AC per the AP is AC24 for a sorcerer with shield up.


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Vexies wrote:

As far as repairs go I took a somewhat different tact. After doing some rebinding research I took one of my wife's long metal knitting needles along with a long artist brush and applied / repainted a healthy amount of acid free book binding glue between the fabric spine and the page block. then after protecting the edges with cardboard I placed wood dowels along where the cover flexes at the spine, used rubber bands to apply pressure the spine and then stacked a whole heap of other RPG books on top of it and let it set for 48 hours.

The Dowel rods force the crease of the spine to pinch inwards and help create proper adhesion. The side affect of this process is that the spine and page block are much stiffer than they used to be but the book lays flat just fine and I have had no trouble with it since and as a added bonus the book looks good as new.

Similar approach here. Eased the strip far enough away from the signatures (with a broad-bladed skewer) to be able to apply glue with a flat wooden applicator between strip and signatures, then pressed together, made sure no glue had leaked at the top/bottom and so onto spine/pages, and left to go off. Seems ok so far (+1 week of use), no cosmetic harm, will be easy to redo if I find I've missed a bit.

Seemed easier than wading back through a 3rd-party distributor over the internet to the UK...


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Gary Bush wrote:

I think the penalty from having damage to engines does not apply because the penalty is applied to the pilot actions.

Rolling to determine who moves first is a Piloting skill check (pg. 317) and not a Pilot action.

Since both the Fly and Glide actions do not require a check there is no reason to apply a penalty. If those actions did require a check, then yes, they would be subject to the penalty.

As I said up top, I agree that is *probably* RAW, but that seems ... wrong. Surely you shouldn't be able to Glide without penalty with Wrecked engines, and you should take a penalty even to Fly with Malfunctioning engines?

I think for my home games, I'll treat that go-first roll as a Pilot action (and hence penalised by Glitching and Malfunctions; I guess Wrecked engines will have to mean you auto go-first as befits what ought be a sitting duck). I'll see how that goes, and adjust if this becomes the "one true tactic".


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So ... engine damage causes a penalty on pilot actions (p321).

Does this include the Piloting check at the commencement of the Helm phase to see who goes last (p317)?

RAW I think probably not, as this check is not listed as a pilot action (p324).

But, the simple Fly action doesn't require a check. Neither does the Glide minor action (p326), whose text ("... if no other pilot actions") is certainly suggestive that it counts as one, and therefore that the list on p324 is not exhaustive.

It seems to me like there should be some penalty for all movement, especially at higher states of damage (beyond Glitching). One obvious penalty would be to decrease your chance of going last, by having the engine damage penalty also apply to the initial Helm check.

What do you guys think?


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I've never ruled it so, though I can see how there could be room for two readings...

I don't think a spell effect that "moves 30 feet per round" is equivalent to a creature that has a move speed of 30 feet. It's not like the spell has a move action and a standard action that you can repurpose - it just does its thing, moving and striking (if concentrated upon) over the course of a combat round.

If any think otherwise, I'd be interested if you think it can also get two strikes!


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Tonight I had a mid-level ranger roll a natural 1 against a cloaker's mirror image-like shadow shift effect - which was just good enough to pop the image per the FAQ due to their Favored Enemy (aberrations).

Never come up before in 5+ years of playing PF; so nice timing, FAQ system :-)


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John Mechalas wrote:

Inner Sea Map (10 MB), created with our GIS data layers. This includes a hillshade and highlight layer that I built using Garrett's elevation/height map data.

This is a rough map because I am still letting the GIS application do the labeling, and not everything is labeled, and the country boundaries layer still needs work, etc etc etc. But it should give you an idea of what you can build given time and patience.

... and all of a sudden, the awesome kicks up yet another notch :-)


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I use a variant Revised Action Economy, provoked by the Unchained rules, that I find makes martials feel more dynamic & "choice-y" (especially those with nothing much to do with swift actions):

If you could make two+ attacks on a full attack (e.g. via TWF/flurry; multiple natural attacks; feats such as medusa’s wrath, rapid shot/manyshot, or whirlwind attack; or from iteratives from BAB+6),
when you make a standard action attack, you can spend your swift action to make a second attack at the usual attack bonus (e.g. at -5 if it's from iteratives).

Thus you can now attack + second attack + move instead of full attack + swift/attack + move + swift. You can still use any combat actions that require a std action attack (cleave, vital strike etc.) in place of the first attack.

(I also make minor changes to how Haste & Quicken Spell work.)


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Thanks very much for the latest update & fixes!

Here's the output from my traditional run through a website tester:

Website tester output:

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10:56:28 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/coreRulebookmagicItems/wondrousItems.html (from paizo.com/pathfinderRPG/prd/bestiary2/titan.html)
10:56:30 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/unchained/skillsAndOptions/consolidatedSkills/p erform.html (from paizo.com/pathfinderRPG/prd/unchained/skillsAndOptions/consolidatedSkills/i ndex.html)
10:56:30 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/unchained/gameplay/maximum-hits (from paizo.com/pathfinderRPG/prd/unchained/gameplay/replacingIterativeAttacks.ht ml)
10:56:31 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/unchained/monster/step7.html (from paizo.com/pathfinderRPG/prd/unchained/monsters/step2.html)
10:56:31 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/occultAdventures/spells/synthesia.html (from paizo.com/pathfinderRPG/prd/occultAdventures/classes/mesmerist.html)
10:56:31 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/coreRulebook/spells/inflightLightWounds.html (from paizo.com/pathfinderRPG/prd/occultAdventures/classes/occultist.html)
10:56:36 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/bestiary2/universalmonsterules.html (from paizo.com/pathfinderRPG/prd/ultimateMagic/spells/skinsend.html)
10:56:50 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/unchained/skillsAndOptions/stealth.html (from paizo.com/pathfinderRPG/prd/unchained/skillsAndOptions/consolidatedSkills/i nfluence.html)


2 people marked this as a favorite.
Pathfinder Companion, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Silver Surfer wrote:
So youve taken a class in desperate need of a boost and significantly weakened it?!?

Weakened? Not significantly. Core spells are all there & that's the power base of the class.

In any case, I'm of the opinion that cleric's in need of a flavour boost, not a power boost. It's hardly in (original) rogue territory. You're welcome to your own opinion, of course.

Arnakalar wrote:
This might be a bit more extreme than I would go. More than that, automatically making all splat spells 'non-core' is rough, but it simplify the book keeping, and conversely there are CRB spells I'd probably want to break out. Still, this is definitely in line with one of the changes I would try to make. If you have that list anywhere online I would love to see it!

Happy to share. I've cleaned it to just Cleric spells in the spirit of this thread and cut the data into a googledoc - you'll probably want to cut into your favourite spreadsheet program to use...

Link to googledoc


Pathfinder Companion, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

What I've done in my home game is to restrict spells beyond Core according to domains. So Clerics still get the full "core assumption" spell list, but there's a chunk of spells that are deity- (well, domain-) related that makes the spell lists look a bit different (quite different if you happen to own all the splats).

Core spells: c. 290 that all clerics get
Rules hardbacks (not incl. OA): c. 230 specialised by domains
Others in my index (incl. some 3PP): c. 340 specialised by domains

It's not perfect by any means - I also would prefer much stronger themed abilities than the relatively small deltas provided by the domain abilities and will watch this thread with interest. But it's a start, and it's pretty easy to do (if a little dull to divide up the spells :-).

(I also do the same thing for druids, though based on themes not domains, for the same basic reasons - controlling the extraordinary number of spells known & diversity of "feel". Also for paladins, antipaladins & rangers.)


Pathfinder Companion, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

I think the "readied attack + 5 ft. step = action lost" side are correct RAW.

But I'm with BNW and don't like the "dancing kobold" outcome/game of "guess the readied action" that this leads to in the specific edge case hotly discussed, even if the outcome is only 1 round's actions lost. It seems a really gamist exploitation of the abstraction rules to me (I know loopholes are part of the game, but...). I'm also with the poster (Ascalaphus?) a few pages back who couldn't see an easy fix & didn't want to throw all the "sensible" uses of ready out to deal with this edge case.

So I'm going to houserule that, whilst you are free to 5 ft. step away, you can't avoid the incoming attack that way (the attacker's strike still gets to resolve, albeit after the readier's strike) - this has some parallels with the swashbuckler deed mentioned about 5 pages back.

Order of operations would be:
- A readies attack & step for if B attacks
- B moves up and swings
- A's ready triggers, his attack is resolved
- If B is still up, his attack is resolved
- Only then does A step away

The intended effect of this houserule is that the only way to avoid an incoming melee attack with a readied action "on attack" is to *incapacitate the attacker*. I think this may be the intent of the CRB examples given. If you wanted to dodge away, you'd have to trigger "on move adjacent" or something that gives the attacker a chance to counter.

I'd need to have a bit more of a think about disarm/sunder/more dramatic movements. But my instinct is these are ok as is - maybe disarm/sunder haven't come up enough in my games to cause trouble :-)

Happy New Year!


1 person marked this as a favorite.
Pathfinder Companion, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

Thanks once again for a great update! As I have done before, I've run the prd through a site checker; hidden in the spoiler is the full list of reported errors (mostly broken links). Hope this helps.

Spoiler:

22:10:31 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/advancedClassGuide/spells/investigativeMind.htm l (from paizo.com/pathfinderRPG/prd/advancedClassGuide/spells/index.html)
22:16:19 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/bestiary/<a href= (from paizo.com/pathfinderRPG/prd/bestiary/monsterRoles.html)
22:16:20 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/monsterCodex/pathfinderRPG/prd/coreRulebook/fea ts.html (from paizo.com/pathfinderRPG/prd/monsterCodex/fireGiants.html)
22:16:20 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/monsterCodex/pathfinderRPG/prd/feats.html (from paizo.com/pathfinderRPG/prd/monsterCodex/frostGiants.html)
22:16:21 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/mythicAdventures/pathfinderRPG/prd/coreRulebook /feats.html (from paizo.com/pathfinderRPG/prd/mythicAdventures/mythicFeats.html)
22:16:37 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/unchained/step6.html (from paizo.com/pathfinderRPG/prd/unchained/monsters/index.html)
22:16:39 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/occultAdventures/spells/apportObjects.html (from paizo.com/pathfinderRPG/prd/occultAdventures/spellLists.html)
22:16:40 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/occultAdventures/spells/synethesia.html (from paizo.com/pathfinderRPG/prd/occultAdventures/spellLists.html)
22:16:40 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/occultAdventures/spells/idInsinutation.html (from paizo.com/pathfinderRPG/prd/occultAdventures/spellLists.html)
22:16:40 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/occultAdventures/spells/pyshicCrush.html (from paizo.com/pathfinderRPG/prd/occultAdventures/spellLists.html)
22:17:03 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/indices/gettingStarted.html (from paizo.com/pathfinderRPG/prd/indices/feats.html)
22:17:03 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/indices/combat.html (from paizo.com/pathfinderRPG/prd/indices/feats.html)
22:17:03 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/unchained/gameplay/combatTacts.html (from paizo.com/pathfinderRPG/prd/indices/feats.html)
22:17:03 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/indices/glossary.html (from paizo.com/pathfinderRPG/prd/indices/feats.html)
22:17:03 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/occultAdventures/spells/ApportObjects.html (from paizo.com/pathfinderRPG/prd/indices/spelllists.html)
22:17:07 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/advancedClassGuide/classOptions/tarn-linnorm-de ath-curse (from paizo.com/pathfinderRPG/prd/advancedClassGuide/classOptions/skald.html)
22:17:07 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/coreRulebook/bestiary/monsterFeats.html (from paizo.com/pathfinderRPG/prd/advancedPlayersGuide/baseClasses/summoner.html)
22:17:08 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/coreRulebook/bestiary/centipede.html (from paizo.com/pathfinderRPG/prd/advancedPlayersGuide/baseClasses/witch.html)
22:17:08 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/coreRulebook/bestiary/crab.html (from paizo.com/pathfinderRPG/prd/advancedPlayersGuide/baseClasses/witch.html)
22:17:08 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/coreRulebook/bestiary/dog.html (from paizo.com/pathfinderRPG/prd/advancedPlayersGuide/baseClasses/witch.html)
22:17:08 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/coreRulebook/bestiary/monsterAdvancement.html (from paizo.com/pathfinderRPG/prd/advancedPlayersGuide/baseClasses/witch.html)
22:17:08 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/coreRulebook/bestiary/octopus.html (from paizo.com/pathfinderRPG/prd/advancedPlayersGuide/baseClasses/witch.html)
22:17:08 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/coreRulebook/bestiary/spider.html (from paizo.com/pathfinderRPG/prd/advancedPlayersGuide/baseClasses/witch.html)
22:17:08 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/coreRulebook/bestiary/archon.html (from paizo.com/pathfinderRPG/prd/advancedPlayersGuide/coreClasses/cleric.html)
22:17:08 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/coreRulebook/bestiary/azata.html (from paizo.com/pathfinderRPG/prd/advancedPlayersGuide/coreClasses/cleric.html)
22:17:09 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/coreRulebook/bestiary/demon.html (from paizo.com/pathfinderRPG/prd/advancedPlayersGuide/coreClasses/cleric.html)
22:17:09 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/coreRulebook/bestiary/devil.html (from paizo.com/pathfinderRPG/prd/advancedPlayersGuide/coreClasses/cleric.html)
22:17:09 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/coreRulebook/spells/bloodyClaws.html (from paizo.com/pathfinderRPG/prd/advancedPlayersGuide/magicItems/weapons.html)
22:17:47 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/coreRulebookmagicItems/weapons.html (from paizo.com/pathfinderRPG/prd/bestiary2/aeon.html)
22:18:03 Error: "Forbidden" (403) at link paizo.com/pathfinderRPG/prd/bestiary2/ (from paizo.com/pathfinderRPG/prd/bestiary2/protean.html)
22:18:03 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/coreRulebookmagicItems/wondrousItems.html (from paizo.com/pathfinderRPG/prd/bestiary2/titan.html)
22:18:12 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/unchained/skillsAndOptions/consolidatedSkills/p erform.html (from paizo.com/pathfinderRPG/prd/unchained/skillsAndOptions/consolidatedSkills/i ndex.html)
22:18:12 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/unchained/gameplay/maximum-hits (from paizo.com/pathfinderRPG/prd/unchained/gameplay/replacingIterativeAttacks.ht ml)
22:18:12 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/unchained/magic/spell-fumbles-table (from paizo.com/pathfinderRPG/prd/unchained/magic/spellAlterations.html)
22:18:12 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/unchained/monster/step7.html (from paizo.com/pathfinderRPG/prd/unchained/monsters/step2.html)
22:18:12 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/occultAdventures/spells/synthesia.html (from paizo.com/pathfinderRPG/prd/occultAdventures/classes/mesmerist.html)
22:18:12 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/coreRulebook/spells/inflightLightWounds.html (from paizo.com/pathfinderRPG/prd/occultAdventures/classes/occultist.html)
22:18:12 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/occultAdventures/sealedLife.html (from paizo.com/pathfinderRPG/prd/occultAdventures/classes/spiritualist.html)
22:18:27 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/bestiary2/universalmonsterules.html (from paizo.com/pathfinderRPG/prd/ultimateMagic/spells/skinsend.html)
22:21:28 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/monsters/<a href= (from paizo.com/pathfinderRPG/prd/monsters/monsterRoles.html)
22:21:28 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/bestiary4/taninver.html (from paizo.com/pathfinderRPG/prd/monsters/monsterRoles.html)
22:21:28 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/bestiary4/cephalovore.html (from paizo.com/pathfinderRPG/prd/monsters/monsterRoles.html)
22:21:28 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/bestiary4/dossensus.html (from paizo.com/pathfinderRPG/prd/monsters/monsterRoles.html)
22:21:28 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/bestiary4/herdAnimals.html (from paizo.com/pathfinderRPG/prd/monsters/monsterRoles.html)
22:21:28 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/bestiary4/golems.html (from paizo.com/pathfinderRPG/prd/monsters/monsterRoles.html)
22:21:28 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/bestiary4/gremlins.html (from paizo.com/pathfinderRPG/prd/monsters/monsterRoles.html)
22:21:28 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/bestiary4/ratlig.html (from paizo.com/pathfinderRPG/prd/monsters/monsterRoles.html)
22:21:28 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/bestiary4/souldboundShell.html (from paizo.com/pathfinderRPG/prd/monsters/monsterRoles.html)
22:21:28 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/unchained/skillsAndOptions/stealth.html (from paizo.com/pathfinderRPG/prd/unchained/skillsAndOptions/consolidatedSkills/i nfluence.html)
22:21:28 Error: "Forbidden" (403) at link paizo.com/pathfinderRPG/prd/additionalMonsters/ (from paizo.com/pathfinderRPG/prd/additionalMonsters/agathion.html)


Pathfinder Companion, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

I ran the site through a website checker - here's a full list of the errors found. Hope this is helpful; apologies for the length!

Spoiler:

11:59:58 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/advancedClassGuide/spells/investigativeMind.htm l (from paizo.com/pathfinderRPG/prd/advancedClassGuide/spells/index.html)
12:03:50 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/coreRulebook/spells/corrosiveTouch.html (from paizo.com/pathfinderRPG/prd/ultimateMagic/spellcasters/magus.html)
12:03:50 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/coreRulebook/spells/frostbite.html (from paizo.com/pathfinderRPG/prd/ultimateMagic/spellcasters/magus.html)
12:03:51 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/coreRulebook/spells/bloodTranscription.html (from paizo.com/pathfinderRPG/prd/ultimateMagic/spellcasters/magus.html)
12:03:51 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/coreRulebook/spells/defensiveShock.html (from paizo.com/pathfinderRPG/prd/ultimateMagic/spellcasters/magus.html)
12:03:51 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/coreRulebook/spells/frigidTouch.html (from paizo.com/pathfinderRPG/prd/ultimateMagic/spellcasters/magus.html)
12:03:51 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/coreRulebook/spells/forceHookCharge.html (from paizo.com/pathfinderRPG/prd/ultimateMagic/spellcasters/magus.html)
12:03:51 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/coreRulebook/spells/forcePunch.html (from paizo.com/pathfinderRPG/prd/ultimateMagic/spellcasters/magus.html)
12:03:52 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/coreRulebook/spells/monstrousPhysique.html (from paizo.com/pathfinderRPG/prd/ultimateMagic/spellcasters/magus.html)
12:03:52 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/coreRulebook/spells/undeadAnatomy.html (from paizo.com/pathfinderRPG/prd/ultimateMagic/spellcasters/magus.html)
12:03:52 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/coreRulebook/spells/arcanaTheft.html (from paizo.com/pathfinderRPG/prd/ultimateMagic/spellcasters/magus.html)
12:03:52 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/coreRulebook/spells/verminShape.html (from paizo.com/pathfinderRPG/prd/ultimateMagic/spellcasters/magus.html)
12:03:52 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/coreRulebook/spells/wallOfSound.html (from paizo.com/pathfinderRPG/prd/ultimateMagic/spellcasters/magus.html)
12:03:52 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/coreRulebook/spells/acidicSpray.html (from paizo.com/pathfinderRPG/prd/ultimateMagic/spellcasters/magus.html)
12:03:52 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/coreRulebook/spells/corrosiveConsumption.html (from paizo.com/pathfinderRPG/prd/ultimateMagic/spellcasters/magus.html)
12:06:26 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/mythicAdventures/pathfinderRPG/prd/feats.html (from paizo.com/pathfinderRPG/prd/mythicAdventures/mythicFeats.html)
12:08:54 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/bestiary/<a href= (from paizo.com/pathfinderRPG/prd/bestiary/monsterRoles.html)
12:08:54 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/bestiary4/taninver.html (from paizo.com/pathfinderRPG/prd/bestiary/monsterRoles.html)
12:08:54 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/bestiary4/cephalovore.html (from paizo.com/pathfinderRPG/prd/bestiary/monsterRoles.html)
12:08:54 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/bestiary4/dossensus.html (from paizo.com/pathfinderRPG/prd/bestiary/monsterRoles.html)
12:08:54 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/bestiary4/herdAnimals.html (from paizo.com/pathfinderRPG/prd/bestiary/monsterRoles.html)
12:08:54 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/bestiary4/golems.html (from paizo.com/pathfinderRPG/prd/bestiary/monsterRoles.html)
12:08:54 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/bestiary4/gremlins.html (from paizo.com/pathfinderRPG/prd/bestiary/monsterRoles.html)
12:08:54 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/bestiary4/ratlig.html (from paizo.com/pathfinderRPG/prd/bestiary/monsterRoles.html)
12:08:54 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/bestiary4/souldboundShell.html (from paizo.com/pathfinderRPG/prd/bestiary/monsterRoles.html)
12:08:54 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/monsterCodex/pathfinderRPG/prd/feats.html (from paizo.com/pathfinderRPG/prd/monsterCodex/fireGiants.html)
12:08:54 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/technologyGuide/pathfinderRPG/prd/technologyGui de/hazards.html (from paizo.com/pathfinderRPG/prd/technologyGuide/weapons.html)
12:09:49 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/advancedPlayersGuide/coreClasses/alchemist.html (from paizo.com/pathfinderRPG/prd/advancedClassGuide/classOptions/rogue.html)
12:09:49 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/advancedClassGuide/classOptions/tarn-linnorm-de ath-curse (from paizo.com/pathfinderRPG/prd/advancedClassGuide/classOptions/skald.html)
12:09:49 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/coreRulebook/spells/antHaul.html (from paizo.com/pathfinderRPG/prd/advancedPlayersGuide/baseClasses/alchemist.html )
12:09:50 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/coreRulebook/spells/bomberSEye.html (from paizo.com/pathfinderRPG/prd/advancedPlayersGuide/baseClasses/alchemist.html )
12:09:50 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/coreRulebook/spells/crafterSFortune.html (from paizo.com/pathfinderRPG/prd/advancedPlayersGuide/baseClasses/alchemist.html )
12:09:50 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/coreRulebook/spells/keenSenses.html (from paizo.com/pathfinderRPG/prd/advancedPlayersGuide/baseClasses/alchemist.html )
12:09:51 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/coreRulebook/spells/negateAroma.html (from paizo.com/pathfinderRPG/prd/advancedPlayersGuide/baseClasses/alchemist.html )
12:09:51 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/coreRulebook/spells/stoneFist.html (from paizo.com/pathfinderRPG/prd/advancedPlayersGuide/baseClasses/alchemist.html )
12:09:51 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/coreRulebook/spells/touchOfTheSea.html (from paizo.com/pathfinderRPG/prd/advancedPlayersGuide/baseClasses/alchemist.html )
12:09:51 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/coreRulebook/spells/alchemicalAllocation.html (from paizo.com/pathfinderRPG/prd/advancedPlayersGuide/baseClasses/alchemist.html )
12:09:51 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/coreRulebook/spells/elementalTouch.html (from paizo.com/pathfinderRPG/prd/advancedPlayersGuide/baseClasses/alchemist.html )
12:09:51 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/coreRulebook/spells/fireBreath.html (from paizo.com/pathfinderRPG/prd/advancedPlayersGuide/baseClasses/alchemist.html )
12:09:51 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/coreRulebook/spells/perceiveCues.html (from paizo.com/pathfinderRPG/prd/advancedPlayersGuide/baseClasses/alchemist.html )
12:09:51 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/coreRulebook/spells/transmutePotionToPoison.htm l (from paizo.com/pathfinderRPG/prd/advancedPlayersGuide/baseClasses/alchemist.html )
12:09:52 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/coreRulebook/spells/vomitSwarm.html (from paizo.com/pathfinderRPG/prd/advancedPlayersGuide/baseClasses/alchemist.html )
12:09:52 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/coreRulebook/spells/absorbingTouch.html (from paizo.com/pathfinderRPG/prd/advancedPlayersGuide/baseClasses/alchemist.html )
12:09:52 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/coreRulebook/spells/amplifyElixir.html (from paizo.com/pathfinderRPG/prd/advancedPlayersGuide/baseClasses/alchemist.html )
12:09:52 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/coreRulebook/spells/bloodhound.html (from paizo.com/pathfinderRPG/prd/advancedPlayersGuide/baseClasses/alchemist.html )
12:09:52 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/coreRulebook/spells/draconicReservoir.html (from paizo.com/pathfinderRPG/prd/advancedPlayersGuide/baseClasses/alchemist.html )
12:09:52 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/coreRulebook/spells/elementalAura.html (from paizo.com/pathfinderRPG/prd/advancedPlayersGuide/baseClasses/alchemist.html )
12:09:52 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/coreRulebook/spells/seekThoughts.html (from paizo.com/pathfinderRPG/prd/advancedPlayersGuide/baseClasses/alchemist.html )
12:09:52 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/coreRulebook/spells/thornBody.html (from paizo.com/pathfinderRPG/prd/advancedPlayersGuide/baseClasses/alchemist.html )
12:09:52 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/coreRulebook/spells/detonate.html (from paizo.com/pathfinderRPG/prd/advancedPlayersGuide/baseClasses/alchemist.html )
12:09:52 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/coreRulebook/spells/dragonSBreath.html (from paizo.com/pathfinderRPG/prd/advancedPlayersGuide/baseClasses/alchemist.html )
12:09:52 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/coreRulebook/spells/fluidForm.html (from paizo.com/pathfinderRPG/prd/advancedPlayersGuide/baseClasses/alchemist.html )
12:09:52 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/coreRulebook/spells/universalFormula.html (from paizo.com/pathfinderRPG/prd/advancedPlayersGuide/baseClasses/alchemist.html )
12:09:52 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/coreRulebook/spells/delayedConsumption.html (from paizo.com/pathfinderRPG/prd/advancedPlayersGuide/baseClasses/alchemist.html )
12:09:52 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/coreRulebook/spells/eludeTime.html (from paizo.com/pathfinderRPG/prd/advancedPlayersGuide/baseClasses/alchemist.html )
12:09:52 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/coreRulebook/spells/planarAdaptation.html (from paizo.com/pathfinderRPG/prd/advancedPlayersGuide/baseClasses/alchemist.html )
12:09:52 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/coreRulebook/spells/resurgentTransformation.htm l (from paizo.com/pathfinderRPG/prd/advancedPlayersGuide/baseClasses/alchemist.html )
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12:09:52 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/coreRulebook/spells/brand.html (from paizo.com/pathfinderRPG/prd/advancedPlayersGuide/baseClasses/inquisitor.htm l)
12:09:52 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/coreRulebook/spells/sift.html (from paizo.com/pathfinderRPG/prd/advancedPlayersGuide/baseClasses/inquisitor.htm l)
12:09:52 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/coreRulebook/spells/burstBonds.html (from paizo.com/pathfinderRPG/prd/advancedPlayersGuide/baseClasses/inquisitor.htm l)
12:09:52 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/coreRulebook/spells/tirelessPursuit.html (from paizo.com/pathfinderRPG/prd/advancedPlayersGuide/baseClasses/inquisitor.htm l)
12:09:52 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/coreRulebook/spells/wrath.html (from paizo.com/pathfinderRPG/prd/advancedPlayersGuide/baseClasses/inquisitor.htm l)
12:09:52 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/coreRulebook/spells/castigate.html (from paizo.com/pathfinderRPG/prd/advancedPlayersGuide/baseClasses/inquisitor.htm l)
12:09:52 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/coreRulebook/spells/confess.html (from paizo.com/pathfinderRPG/prd/advancedPlayersGuide/baseClasses/inquisitor.htm l)
12:09:52 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/coreRulebook/spells/corruptionResistance.html (from paizo.com/pathfinderRPG/prd/advancedPlayersGuide/baseClasses/inquisitor.htm l)
12:09:52 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/coreRulebook/spells/flamesOfTheFaithful.html (from paizo.com/pathfinderRPG/prd/advancedPlayersGuide/baseClasses/inquisitor.htm l)
12:09:52 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/coreRulebook/spells/followAura.html (from paizo.com/pathfinderRPG/prd/advancedPlayersGuide/baseClasses/inquisitor.htm l)
12:09:52 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/coreRulebook/spells/ghostbaneDirge.html (from paizo.com/pathfinderRPG/prd/advancedPlayersGuide/baseClasses/inquisitor.htm l)
12:09:52 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/coreRulebook/spells/honeyedTongue.html (from paizo.com/pathfinderRPG/prd/advancedPlayersGuide/baseClasses/inquisitor.htm l)
12:09:52 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/coreRulebook/spells/sacredBond.html (from paizo.com/pathfinderRPG/prd/advancedPlayersGuide/baseClasses/inquisitor.htm l)
12:09:52 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/coreRulebook/spells/weaponOfAwe.html (from paizo.com/pathfinderRPG/prd/advancedPlayersGuide/baseClasses/inquisitor.htm l)
12:09:52 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/coreRulebook/spells/banishSeeming.html (from paizo.com/pathfinderRPG/prd/advancedPlayersGuide/baseClasses/inquisitor.htm l)
12:09:52 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/coreRulebook/spells/bloodBiography.html (from paizo.com/pathfinderRPG/prd/advancedPlayersGuide/baseClasses/inquisitor.htm l)
12:09:52 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/coreRulebook/spells/castOut.html (from paizo.com/pathfinderRPG/prd/advancedPlayersGuide/baseClasses/inquisitor.htm l)
12:09:52 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/coreRulebook/spells/coordinatedEffort.html (from paizo.com/pathfinderRPG/prd/advancedPlayersGuide/baseClasses/inquisitor.htm l)
12:09:52 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/coreRulebook/spells/fester.html (from paizo.com/pathfinderRPG/prd/advancedPlayersGuide/baseClasses/inquisitor.htm l)
12:09:52 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/coreRulebook/spells/hiddenSpeech.html (from paizo.com/pathfinderRPG/prd/advancedPlayersGuide/baseClasses/inquisitor.htm l)
12:09:52 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/coreRulebook/spells/hunterSEye.html (from paizo.com/pathfinderRPG/prd/advancedPlayersGuide/baseClasses/inquisitor.htm l)
12:09:52 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/coreRulebook/spells/retribution.html (from paizo.com/pathfinderRPG/prd/advancedPlayersGuide/baseClasses/inquisitor.htm l)
12:09:52 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/coreRulebook/spells/righteousVigor.html (from paizo.com/pathfinderRPG/prd/advancedPlayersGuide/baseClasses/inquisitor.htm l)
12:09:52 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/coreRulebook/spells/wardTheFaithful.html (from paizo.com/pathfinderRPG/prd/advancedPlayersGuide/baseClasses/inquisitor.htm l)
12:09:52 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/coreRulebook/spells/cowardSLament.html (from paizo.com/pathfinderRPG/prd/advancedPlayersGuide/baseClasses/inquisitor.htm l)
12:09:52 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/coreRulebook/spells/defileArmor.html (from paizo.com/pathfinderRPG/prd/advancedPlayersGuide/baseClasses/inquisitor.htm l)
12:09:52 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/coreRulebook/spells/denounce.html (from paizo.com/pathfinderRPG/prd/advancedPlayersGuide/baseClasses/inquisitor.htm l)
12:09:52 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/coreRulebook/spells/forcedRepentance.html (from paizo.com/pathfinderRPG/prd/advancedPlayersGuide/baseClasses/inquisitor.htm l)
12:09:52 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/coreRulebook/spells/rebuke.html (from paizo.com/pathfinderRPG/prd/advancedPlayersGuide/baseClasses/inquisitor.htm l)
12:09:52 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/coreRulebook/spells/sanctifyArmor.html (from paizo.com/pathfinderRPG/prd/advancedPlayersGuide/baseClasses/inquisitor.htm l)
12:09:52 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/coreRulebook/spells/sharedWrath.html (from paizo.com/pathfinderRPG/prd/advancedPlayersGuide/baseClasses/inquisitor.htm l)
12:09:52 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/coreRulebook/spells/sleepwalk.html (from paizo.com/pathfinderRPG/prd/advancedPlayersGuide/baseClasses/inquisitor.htm l)
12:09:52 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/coreRulebook/spells/tirelessPursuers.html (from paizo.com/pathfinderRPG/prd/advancedPlayersGuide/baseClasses/inquisitor.htm l)
12:09:52 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/coreRulebook/spells/resoundingBlow.html (from paizo.com/pathfinderRPG/prd/advancedPlayersGuide/baseClasses/inquisitor.htm l)
12:09:52 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/coreRulebook/spells/unwillingShield.html (from paizo.com/pathfinderRPG/prd/advancedPlayersGuide/baseClasses/inquisitor.htm l)
12:09:52 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/coreRulebook/spells/cleanse.html (from paizo.com/pathfinderRPG/prd/advancedPlayersGuide/baseClasses/inquisitor.htm l)
12:09:52 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/coreRulebook/spells/fieryBody.html (from paizo.com/pathfinderRPG/prd/advancedPlayersGuide/baseClasses/oracle.html)
12:09:52 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/coreRulebook/spells/groveOfRespite.html (from paizo.com/pathfinderRPG/prd/advancedPlayersGuide/baseClasses/oracle.html)
12:09:52 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/coreRulebook/spells/worldWave.html (from paizo.com/pathfinderRPG/prd/advancedPlayersGuide/baseClasses/oracle.html)
12:09:52 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/coreRulebook/spells/stoneCall.html (from paizo.com/pathfinderRPG/prd/advancedPlayersGuide/baseClasses/oracle.html)
12:09:52 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/coreRulebook/spells/clashingRocks.html (from paizo.com/pathfinderRPG/prd/advancedPlayersGuide/baseClasses/oracle.html)
12:09:52 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/coreRulebook/spells/glide.html (from paizo.com/pathfinderRPG/prd/advancedPlayersGuide/baseClasses/oracle.html)
12:09:52 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/coreRulebook/spells/slipstream.html (from paizo.com/pathfinderRPG/prd/advancedPlayersGuide/baseClasses/oracle.html)
12:09:52 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/coreRulebook/spells/geyser.html (from paizo.com/pathfinderRPG/prd/advancedPlayersGuide/baseClasses/oracle.html)
12:09:52 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/coreRulebook/spells/vortex.html (from paizo.com/pathfinderRPG/prd/advancedPlayersGuide/baseClasses/oracle.html)
12:09:52 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/coreRulebook/spells/seamantle.html (from paizo.com/pathfinderRPG/prd/advancedPlayersGuide/baseClasses/oracle.html)
12:09:52 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/coreRulebook/spells/tsunami.html (from paizo.com/pathfinderRPG/prd/advancedPlayersGuide/baseClasses/oracle.html)
12:09:52 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/coreRulebook/spells/alterWinds.html (from paizo.com/pathfinderRPG/prd/advancedPlayersGuide/baseClasses/oracle.html)
12:09:52 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/coreRulebook/spells/cloakOfWinds.html (from paizo.com/pathfinderRPG/prd/advancedPlayersGuide/baseClasses/oracle.html)
12:09:52 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/coreRulebook/spells/riverOfWind.html (from paizo.com/pathfinderRPG/prd/advancedPlayersGuide/baseClasses/oracle.html)
12:09:52 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/coreRulebook/spells/sirocco.html (from paizo.com/pathfinderRPG/prd/advancedPlayersGuide/baseClasses/oracle.html)
12:09:52 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/coreRulebook/spells/windsOfVengeance.html (from paizo.com/pathfinderRPG/prd/advancedPlayersGuide/baseClasses/oracle.html)
12:09:52 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/coreRulebook/spells/spark.html (from paizo.com/pathfinderRPG/prd/advancedPlayersGuide/baseClasses/oracle.html)
12:09:52 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/coreRulebook/spells/transmogrify.html (from paizo.com/pathfinderRPG/prd/advancedPlayersGuide/baseClasses/summoner.html)
12:09:52 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/coreRulebook/spells/rejuvenateEidolon.html (from paizo.com/pathfinderRPG/prd/advancedPlayersGuide/baseClasses/summoner.html)
12:09:52 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/coreRulebook/spells/unfetter.html (from paizo.com/pathfinderRPG/prd/advancedPlayersGuide/baseClasses/summoner.html)
12:09:52 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/coreRulebook/spells/createPit.html (from paizo.com/pathfinderRPG/prd/advancedPlayersGuide/baseClasses/summoner.html)
12:09:52 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/coreRulebook/spells/evolutionSurge.html (from paizo.com/pathfinderRPG/prd/advancedPlayersGuide/baseClasses/summoner.html)
12:09:52 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/coreRulebook/spells/summonEidolon.html (from paizo.com/pathfinderRPG/prd/advancedPlayersGuide/baseClasses/summoner.html)
12:09:52 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/coreRulebook/spells/aqueousOrb.html (from paizo.com/pathfinderRPG/prd/advancedPlayersGuide/baseClasses/summoner.html)
12:09:52 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/coreRulebook/spells/devolution.html (from paizo.com/pathfinderRPG/prd/advancedPlayersGuide/baseClasses/summoner.html)
12:09:52 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/coreRulebook/spells/spikedPit.html (from paizo.com/pathfinderRPG/prd/advancedPlayersGuide/baseClasses/summoner.html)
12:09:52 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/coreRulebook/spells/acidPit.html (from paizo.com/pathfinderRPG/prd/advancedPlayersGuide/baseClasses/summoner.html)
12:09:52 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/coreRulebook/spells/grace.html (from paizo.com/pathfinderRPG/prd/advancedPlayersGuide/baseClasses/summoner.html)
12:09:52 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/coreRulebook/spells/purifiedCalling.html (from paizo.com/pathfinderRPG/prd/advancedPlayersGuide/baseClasses/summoner.html)
12:09:52 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/coreRulebook/spells/hungryPit.html (from paizo.com/pathfinderRPG/prd/advancedPlayersGuide/baseClasses/summoner.html)
12:09:52 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/coreRulebook/spells/putrefyFoodAndDrink.html (from paizo.com/pathfinderRPG/prd/advancedPlayersGuide/baseClasses/witch.html)
12:09:52 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/coreRulebook/spells/beguilingGift.html (from paizo.com/pathfinderRPG/prd/advancedPlayersGuide/baseClasses/witch.html)
12:09:52 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/coreRulebook/spells/dancingLantern.html (from paizo.com/pathfinderRPG/prd/advancedPlayersGuide/baseClasses/witch.html)
12:09:52 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/coreRulebook/spells/illOmen.html (from paizo.com/pathfinderRPG/prd/advancedPlayersGuide/baseClasses/witch.html)
12:09:52 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/coreRulebook/spells/maskDweomer.html (from paizo.com/pathfinderRPG/prd/advancedPlayersGuide/baseClasses/witch.html)
12:09:52 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/coreRulebook/spells/burningGaze.html (from paizo.com/pathfinderRPG/prd/advancedPlayersGuide/baseClasses/witch.html)
12:09:52 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/coreRulebook/spells/feastOfAshes.html (from paizo.com/pathfinderRPG/prd/advancedPlayersGuide/baseClasses/witch.html)
12:09:52 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/coreRulebook/spells/poxPustules.html (from paizo.com/pathfinderRPG/prd/advancedPlayersGuide/baseClasses/witch.html)
12:09:52 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/coreRulebook/spells/cupOfDust.html (from paizo.com/pathfinderRPG/prd/advancedPlayersGuide/baseClasses/witch.html)
12:09:52 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/coreRulebook/spells/guidingStar.html (from paizo.com/pathfinderRPG/prd/advancedPlayersGuide/baseClasses/witch.html)
12:09:52 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/coreRulebook/spells/natureSExile.html (from paizo.com/pathfinderRPG/prd/advancedPlayersGuide/baseClasses/witch.html)
12:09:52 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/coreRulebook/spells/painStrike.html (from paizo.com/pathfinderRPG/prd/advancedPlayersGuide/baseClasses/witch.html)
12:09:52 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/coreRulebook/spells/screech.html (from paizo.com/pathfinderRPG/prd/advancedPlayersGuide/baseClasses/witch.html)
12:09:52 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/coreRulebook/spells/shareSenses.html (from paizo.com/pathfinderRPG/prd/advancedPlayersGuide/baseClasses/witch.html)
12:09:52 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/coreRulebook/spells/twilightKnife.html (from paizo.com/pathfinderRPG/prd/advancedPlayersGuide/baseClasses/witch.html)
12:09:52 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/coreRulebook/spells/moonstruck.html (from paizo.com/pathfinderRPG/prd/advancedPlayersGuide/baseClasses/witch.html)
12:09:52 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/coreRulebook/spells/spite.html (from paizo.com/pathfinderRPG/prd/advancedPlayersGuide/baseClasses/witch.html)
12:09:52 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/coreRulebook/spells/threefoldAspect.html (from paizo.com/pathfinderRPG/prd/advancedPlayersGuide/baseClasses/witch.html)
12:09:52 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/coreRulebook/spells/wanderingStarMotes.html (from paizo.com/pathfinderRPG/prd/advancedPlayersGuide/baseClasses/witch.html)
12:09:52 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/coreRulebook/spells/restEternal.html (from paizo.com/pathfinderRPG/prd/advancedPlayersGuide/baseClasses/witch.html)
12:09:52 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/coreRulebook/spells/suffocation.html (from paizo.com/pathfinderRPG/prd/advancedPlayersGuide/baseClasses/witch.html)
12:09:52 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/coreRulebook/spells/cloakOfDreams.html (from paizo.com/pathfinderRPG/prd/advancedPlayersGuide/baseClasses/witch.html)
12:09:52 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/coreRulebook/spells/swarmSkin.html (from paizo.com/pathfinderRPG/prd/advancedPlayersGuide/baseClasses/witch.html)
12:09:52 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/coreRulebook/spells/stormbolts.html (from paizo.com/pathfinderRPG/prd/advancedPlayersGuide/baseClasses/witch.html)
12:09:52 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/coreRulebook/spells/deflection.html (from paizo.com/pathfinderRPG/prd/advancedPlayersGuide/coreClasses/cleric.html)
12:09:52 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/coreRulebook/spells/borrowFortune.html (from paizo.com/pathfinderRPG/prd/advancedPlayersGuide/coreClasses/cleric.html)
12:09:52 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/coreRulebook/spells/phantasmalWeb.html (from paizo.com/pathfinderRPG/prd/advancedPlayersGuide/coreClasses/cleric.html)
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12:09:52 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/coreRulebook/spells/euphoricTranquility.html (from paizo.com/pathfinderRPG/prd/advancedPlayersGuide/coreClasses/cleric.html)
12:09:52 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/coreRulebook/spells/sacrificialOath.html (from paizo.com/pathfinderRPG/prd/advancedPlayersGuide/coreClasses/cleric.html)
12:09:52 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/coreRulebook/spells/memoryLapse.html (from paizo.com/pathfinderRPG/prd/advancedPlayersGuide/coreClasses/cleric.html)
12:09:52 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/coreRulebook/spells/hydraulicPush.html (from paizo.com/pathfinderRPG/prd/advancedPlayersGuide/coreClasses/sorcerer.html)
12:09:52 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/coreRulebook/spells/expeditiousExcavation.html (from paizo.com/pathfinderRPG/prd/advancedPlayersGuide/coreClasses/sorcerer.html)
12:09:52 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/coreRulebook/spells/shiftingSand.html (from paizo.com/pathfinderRPG/prd/advancedPlayersGuide/coreClasses/sorcerer.html)
12:09:52 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/coreRulebook/spells/bloodyClaws.html (from paizo.com/pathfinderRPG/prd/advancedPlayersGuide/magicItems/weapons.html)
12:09:52 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/coreRulebook/combat/gladiatorWeapons.html (from paizo.com/pathfinderRPG/prd/ultimateCombat/classArchetypes/fighter.html)
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12:09:52 Error: "Not Found" (404) at link paizo.com/pathfinderRPG/prd/coreRulebook/spells/symbolOfRevelation.html (from paizo.com/pathfinderRPG/prd/ultimateMagic/magic/spellbooks.html)
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12:09:53 Error: "Forbidden" (403) at link paizo.com/pathfinderRPG/prd/bestiary2/ (from paizo.com/pathfinderRPG/prd/bestiary2/agathion.html)
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