

I will be being as vague as possible so as to not cause spoilers or force sides.
We are playing a game using primarily pathfinder rules with a bunch of potential homebrew rules, but are looking for pathfinder guidelines on this bit. There is a huge creature that is full attacking a groups of pcs. It has multiple tentacles with grab and constrict. On one turn it hits, grabs and constricts all four players, ending its turn with all four grappled.
One of the players believes there is a rule stating it cannot do that without a -20 penalty to remain ungrappled itself to continue grappling and that it should need to hit, grab,constrict then drop to continue doing it to the next creature. As the rules for grappling are quite vague and rather spread out, we were hoping that you, the forum dwellers, could help us out with the rule set here. There are NO house rules currently modifying this creature. What if any penalties or limitations should be/have been in effect in that round, and if possible, can you cite the rule as well as your understanding. I have a funeral to go to as well as a wake before we meet again, and do not have the time to pour over my books, nethys and the pfsrd for guidance, and am hoping you can assist us.

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<y kineticist has chosen early on in his career to get telekinetic haul, specifically for doing things like ripping doors out and throwing them at people. My gm came up with a way for us to figure out how strong things would need to be. Essentially i take the max weight of my throw at the time and figure out the corressponding strength that would be if it were a heavy load. This means at level 8, it is 8000 pounds, or 4 tons. The first area we ran through i was easily able to use my ability and break wooden doors (didnt even need the haul honestly). Then we came to a portcullis, using this formula we determined i had to roll a 17 to break the portcullis out (it had actually split the party when it came down, so added bonus was to allow the other half of the party into the fight. I was successful. There was much rejoincing. My character even began to declare himself the "bane of doors."
Then we got to a new area. This new area had sliding metal doors (star trek style) with keycard swipes. I was told without being allowed to roll any checks, my ability could not rip these doors out. I was like... are you sure? I can lift 5k pounds now... Gm said nope, cant do it. And i said, okay cool, whatever, lets roll. We got in pretty far until we found some more doors exactly like the others, but the keycards didnt work. THIS time i was allowed to rip the doors down, only to find some sort of nanite/poison thing behind them. We eventually got through it and managed to get it retrapped by some other doors, whatever that was kind of cool... weird though right?
Then we hit a tower controlled by an evil wizard. Om the way we find one of the doors had been damaged by a hill giant (str 25) and they tore a part off. We kill the giants, take it back, our rogue fixes the door. We enter the tower. Now, we are level8, meaning i can do 8k pounds if i activate telekinetic haul, or equivalant to 44-45 strength. The gm still tells me I cannot haul open these doors because thats not how blst doors work. He cites they are adamantine and glaucite combinations but i simply cannot do it. Now its been going on 4-5 levels of him simply saying my ability doesnt work, so i decide i'm kind of fed up. I ask him if this is the way his things are going to work, and i am cool with it if they are, i feel like i should get a free reteain of the class ability i chose, since i am being told constantly it just wont work. He starts telling me he has worked with doors like this and hes not going to "just let me walk around ripping doors out" I reitr=erate, thats fine, but i should be able to swap this out. He says i can when we have time to retrain.
I find this assinine. Itd like he decided he just doesnt want my power to work, but that i also have ti be punished and pay for it and take the time to retrain it because of the way HE has changed the way things work. So, i have been pretty sick this last week, and it was kind of last straw. I disconnected from the game. I left a VERY long rant on our discord server about hos his behaviour seems more "whim based" adversarial, and that he seems to be doing things he things is fun at the cost of the players and are not consistant.
The most important part of this all is, I have been playing with group for over 8 years. I love all our current players, I have gm'ed for all of them, and have been gm'ed by all of them, including the current one. I have never had an issue that couldnt be resolved i njusta minute or two of talking before, so not really sure what to do going forward. Did i act too crazy? Who was in the wrong? thoughts on the matter?
ANY Constructive criticism, even polite finger pointing is welcome and encouraged!
https://www.d20pfsrd.com/basics-ability-scores/ability-scores/
So i dont understand the final line. I'm trying to figure out the "strength bonus" of an aether kineticist that can lift 800 or 8k pounds. The 800 is clearly +9 (we treat as heavy load) but what would the 8000 pounds be? And going forth each level going up 1k at a time. My group is very weak, and i am often the one required to make strength checks and such. Can anyone explain that last step in a better formula for me? maybe an example?
40 is 0-2128 2129-4264 4263-6400 i think? but this still doesnt explain how to go higher... i could figure out 50 next following the formula, if that was right, but that would also be TOO high
So my girlfriend and I are a playing a fairly homebrewed version of Strange Aeons. She went in wanting to play a controller. The gm told her a lot of stuff is going to be immune to mind control so she needs to be prepared. Her interpretation was the being a controller won't work. I have TRIED MANY MANY times to explaining controlling isn't just mind control but also things like web and pit traps, haste and slow, grease etc, and she's like yup, sure uh-huh, then preps nothing but blasting spells and tells me she can't control because they are immune. I have told her to go read her spells, and look around and I again get the same response. So I would like people to list a few of the favorite control spells for level 1-9 if they could and don't mind!
L1: Adhesive spiitle, burning disarm, grease, web bolt
L2:Blindness/deafness, create pit, web
L3:mad monkeys, slow,spiked pit
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So it needs to be an elf, looking to maximize damage potential of force spells. No 3rd party stuff. I know about the orc bloodline, jut not 100% sure how else to grab any more damage, planning on specializing in magic missile and battering blast. Thoughts? Suggestions? Magic neccessities?
I am just curious what some of you number crunchers can come up with.
The rules: Stats are 20str,14dex, 16 con,12 wis,10 inr, 8 cha
You are gestalting barbarian and expert. Gear is not being factored in but if there are any must haves feel free to include. Rage cycling is not allowed, and rounds of rage do not count. You get a bonus feat at every even level. You are half orc. What is the strongest build you can make? Offenseively and/or defensively. Level of barbarian can always be swapped with a different, but expert is frozen in place.
I have one currently built as a sundering unarmed user at level 3, superstitious and loving it but curious what others come up with.
I am a barbarian playing strange aeons (no spoilers please!) what is a good/fastest way to get SR ? I am going full on Spell sunderer, and would love to have SR to go with it. My character hates magic and wants it to die in nearly all forms, though items he can use are acceptable, until all other magic is gone, then he will destroy them... Magic items, feats, barb powers etc. Help me out here you gurus!
For the feat
Ferocious Action
Source Advanced Race Guide pg. 141
You ferocity is quick but shorter lived.
Prerequisites: Ferocity racial trait, orc.
Benefit: When you fall to 0 hit points or fewer, you lose 2 hit points each round, but you are not staggered. If you are in a rage (such as that caused by the barbarian rage class feature), you instead only lose 1 hit point per round.
Do I need to both have the ferocity trait and be orc/half orc, or is simply being a half orc enough? Gate crasher is paramount to my build so i have traded the ferocity away and wondering if i can still take this or not.
Can anyone point me to the guidelines for replays in PFS for 1st edition? I have heard rumors and seen posts that nudge it, but nothing i can use as definitive answers for the new changes since i last played prior to covid.
I know SU do not usually provoke, but I havent gm'd in a while and I can't recall if an (su) just staright NEVER provokes, or they usually don't and if they are casting *like* X spell then they do. For example, Healing Hex, does that EVER provoke?
I am playing a flying blade swashbuckler and was thinking i could use reduce person to become even better at throwing my daggers, and when they leave my hands they return to full size so no damage loss. This heing my thought i was thinking about trying to get my hands on a magic item that could permenantly reduce my size, preferably a ring. Are there any in existance already or would i need to make my own? How much would this cost?
My thoughts are currently
Cleric (white mage) with the animal domain to get a Sniper cactus (cactuar).
A Cavalier with an Axebeak (or hunter if gm is a stickler) as axebeaks are damn near chocobos thus being a chocobo knight
Monk >obvious
Wizard (blaster styled to be a black mage)
Ninja to function as trap finder/rogue
Summoner or arcanist (occultist) to summon.
Is this party well rounded enough? Can you think of anything to add or remove or replace?

So the other day I was just thinking random thoughts when an idea for a paticular fun party dynamic came to mind, a bunch of ratfolks (3 hunter, 1 rogue, 1 wizard and 1 cleric) But at level 5 a total of 20 creatures to fight.
So the hunters are packmasters, with all three frats into boon companions with Riding rats. A single hunter at 5 can have 3 level 5 and a level 3 this way. Making 15 enemies already. Then the wizard's familiar can be a mauler archtype, adding two more enemies. The cleric would worship a god with the animal domain, I'm leaning towards Mazzmezz, so it can also have a riding rat companion at level 5, and then the rogue rides some one else's rat to do you know, rogue stuffs.
Now I am a fairly permissable gm, though i am not sure if i would allow my current group to roll with this as combats would bog down so much, but if they really wanted I probably would. Would you allow this shennanigan at your table? On a scale of 1-10 how annoying would this be? Would the rp aspect of being a horde of rats be more overpowering and thus enjoyable? I might also use this AGAINST my party at some point, thoughts on this?
In the same line of things, I realized there could be several other super fun themes to do the same thing, such as drow w/ spiders. Kobolds with lizards, etc. Any other fun combos that this could work with? I'm trying to avoid wolf packs as I feel that's been done to death.
Ratfolk/rats
Drow/spider
kobold/lizard
Mite/centipede
orcs/boars
Catfolk/leopard,jaguar,tiger,cheetah etc
Tengu/giant raven
grippli/goliath frog
vanara/devilmonkey or ape
A future gm of mine is prepping to run a pfs/ish game in the future for Strange Aeons and i was tempted to run a sunder magic barbarian. Currently its a half orc, though i am tempted to do unchained and go android, but either way, the gm says he thinks he saw/heard of, an FAQ that said rage cycling no longer worked, that if you were unable to be affected by fatigue, then you could not rage at all, or be a barbarian. Does anyone have reference to this, or know what he was talking about? It's my understanding rage cycling has existed as long as barbarians have, and its kind of a huge part of the class, by becoming immune to fatigue, you can end your rage at the end of your turn, and re-enter it the following turn to use your 1/rage powers.
So I have played a bunch of kineticists, even some of the archtypes, but I am confused with the elemental annihlator. It's blast damage doesn't seem to scale, so the normal kineticist vastly surpasses it in damage. I understand it gets more attacks, eventually. Though I can't seem to understand why that makes them do more damage. I have been told the elemental annihilator is one of the MOST powerful if not THE most powerful kineticist out there. Why? How? The only thing i can think of is whip infusion for larger threatening range, is there something I am missing?
I am in a campaign, and I am already solid in my character, I have the option of essentially two ways of fighting. At level 2 I can take a -1 to my attacks and gain a second attack during a full attack sequence. Alternatively, I can have 3 more AC. My roll is melee/close range fighting, without the additional 3 ac I already have the highest in the group(might be tied with warlord).
Would this change if it was only 2 ac? What about 4? 5? You can justify your response to an extent but I am just curious on peoples preferences.
Currently playing in an IG game, homebrew, and we are just finishing with one of the books. This means we can finally go sell stuff. I currently have a +1 mithril CS, Darkwood buckler and a +2 con belt, and thats it. I'm expecting around (at last)10k on the cash drop, and we do have access to a lvl7 caster crafter that can do wondrous items and armor, If i want to make this money go as far as possible, and be helpful for my kineticist(aether) what should i snag? Normally i focus on the belt and upgrading it, and while i may have around the money needed for that, i'd rather get some other stuff to help.
So besides the cloak of resistance, and adding a +1 to my buckler, any other thoughts on what i should try to acquire or get in order to "save" money.
Other than being human is there any other race (paizo material) that lets you get a bonus feat at creation? Like an archtype to a race?
i did a post similar to this a while back looking for a pfs legal suggestion, then covid hit, so now i am planning on using it in a home game which means i can change thing sup a bit.
L1 Human w/ draconic heritage
stats : 10 20 10 10 8 16
Feats:weapon focus dagger, slashing grace dagger
Traits: Always threatening, Brigand, Heirloom weapon(HW given for a no value, non magic but still have sharding property on my dagger)
At level 3 planning on grabbing quick draw, aiming to get a blinkback belt as fst as possible, and start star toss stuff at level 5.
Any thought? Must haves?
Gonna work towards at least on dagger with answering, which will be the final attack of every round for obviousness. Biggest issue will be blinkback belt blocking dex belt. Feel free to pick/point out tuffs.
I am playing an aether kineticist, and while i am already small, and a whopping 1'10" i want to be even smaller! (I am a vine leshy) i was wondering how much making an item (preferably a ring) that would reduce me permenantly would be.

so with most home games that are "sandbox" my group has thrown me for a loop by doing something i wasnt expecting. As the stroy progressed a "villain" ended up being "less villainy" and the group now wants to go find the person that manipulated the villainIdidnt think that through). While the easiest part would just make the head of the temple an evil cleric, the deity makes that kind of hard... so i was looking for some sort of puppeteering monster. I am aware of mindflayers and intellect devourers, but those dont rreally fit what i am looking for.
If you know your fantastic four, i am kind of looking for someone/something, that can function almost like the puppet master. I could create one if i have to, but as i am supposed to be doing this tonight any sort of direction would be appreciated.
As concise as i can put it, there was an inquisitor that was meant to be a bad guy, but i was trying to make neither side look to obvious good or evil, when push came to shove the group sided against her, and when they killed her, they found out she had been twisted due to torture to break her will, rather than magically compelled. The group then decided, despite the "issue" being dealt with, they want to track down whomever did this to her, and are planning (i think) on storming the temple.

So my group doesnt really caref or dungeon crawls, and our current GM has requested a break. I was thinking of doing a world where the basis for quests/adventures were twists on the fairy tales and favorite stories we all know and love. This post is a request for thoughts on that concept, as well as potential stories/quests etc. Below is one of my current ideas.
A murderer (we think) is currently harassing the city. People have been disappearing, The Thatchers house has a caved in door and there is blood everywhere inside, with the thatcher missing. The local lumber foreman has also goine missing, his door is also blown in and he is missing. There's some sort of wolf like track in th dirt if they c an find it with a high perception check. The third house, if they follow the few clues i lay out, will lead to the mason's house, where depending on how fast they are, they may be able to save him or catch the werewolf killing him. If they take too long to follow the clues, he will die, and the werewolf will ambush the party when they get to his house.
Obviously, this should be a nod to the three little pigs. Givn its a wolf i might throw in a few red riding hood clues too...
Any constructive criticism is welcome!

I have a potential future gm giving me a ruling i do not agree with, but he is open to discussion, therefor this thread. A kineticist has the tremorsense wild talent. An enemy is invisible, i target them with tremorsense and attack. He states they still have a miss chance, because tremorsense does not pinpoint location but just the square they are in, and that that is not "concealment".
Tremorsense
Element(s) earth; Type utility (Su); Level 3; Burn 0
You can take a move action to gain tremorsense 30 feet for 1 round on any earth or stone surface that you touch. You can accept 1 point of burn to increase the duration to 1 round per kineticist level you possess. While benefiting from this tremorsense, your earth blasts and composite blasts that include earth components don’t suffer a miss chance from concealment or total concealment against creatures you detect with your tremorsense.
I feel by his "reading" that it makes the second line entirely moot. I literally see no way it would make any sense in existing by his interpretation. Thought? Can you cite locations? Please help! I may be making an earth kineticist in his game in the next few months, so we need to get this nailed down by then! thanks.
I am intending on getting a blinkback belt so i can make use of several different daggers rather than paying for returning on them, but as we all know this blocks the belt slot. So, i was wondering if there were any other items besides snakeskin tunic, tomes or ioun stones, that will give me +4 or more to my dex? or an item that works as well or better than blinkback belt?
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I am intending on getting a blinkback belt so i can make use of several different daggers rather than paying for returning on them, but as we all know this blocks the belt slot. So, i was wondering if there were any other items besides snakeskin tunic, tomes or ioun stones, that will give me +4 or more to my dex? or an item that works as well or better than blinkback belt?

I just discovered the spell songbird.
School conjuration (good); Level bard 1, cleric 1, mesmerist 1, paladin 1, psychic 1, sorcerer/wizard 1
CASTING
Casting Time 1 swift action
Components S
EFFECT
Range personal
Target you
Duration 1 round
DESCRIPTION
You conjure uplifting music from the wilds of Elysium, Heaven, or Nirvana to bolster other musical activities.
If you cast songbird during the same round in which you attempt a Perform check, songbird acts as accompaniment and grants a +3 bonus on that Perform check.
If you cast songbird in the same round in which you activate a bardic performance, that round of bardic performance does not count against your total rounds of bardic performance available for the day.
If you cast songbird in the same round in which you cast a spell with the sonic descriptor, that spell’s save DC increases by 1.
If I use my swift action to vast songbird on my improved familiar, a Lyrakein azata, and then it uses weird words...using saying 3 words, would normally take 6 rounds of performance, but with the spell active that round... it would cost... zero rounds? Thats my understanding here... thoughts? Alternatively.... i could shout my own words, then have it sing inspire courage for zero rounds used?
So lots of people make size increasing bloodragers and they are quite effective in combat, but i was curious... Is it possible to make a decent damage build, but size REDUCING bloodrager? Focusing on dex to damage maybe instead of strength, start small, go smaller, like halfling with reduce person? I have zero experience with bloodraging, so iwas wondering if this is even possible. I do realize if i go to beyond small i would get zero reach without a reach weapon, but i'm not looking for an optimized build, more an optimized comedy build. Thoughts?
Conditions : Verminous celestial hunter, with halfling caretaker to remove mindless trait and grant int at level 1.
Helpful halfing s well, to give aid another bonus of +4. With retraining available as a PFS character at level 7 so far i have the following:
Scorpion level 7 = BAB of +4
Strength score 23= +6
Grab = +4
Leech aspect(or other grapple boosting one) for +2
Size(large) = +1
Improved Grapple feat = +2
total of 19 when fighting alone
outflank= +4
dirty fighting while flanking +2
Aid another (with benevolent weapon) = +5
Magic fang to claw = +1
total of 31 if i help.
The scorpion has an armor, but no other slots currently in use (only neck is available without a feat)
Any thoughts, suggestions, comments?
I'm not looking to neccessarily grapple one bad guy constantly, but rather, trying to make use of grappling with only one claw (-20 penalty) reliably on squishier less beefy characters like rogues, to keep them busy while other enemies are dealt with.
I wanted to be a sorcerer that heals, I have only played one game, and i was awful at it. Someone told me i needed the medicine skill, and a specific feat to use it in combat, how do i get this? Is this a viable build? If i keep my charisma at 18, i can move my 16 dex to a 16 wis for heal bonus, but then my ac is a 13? Seems i might die a lot that way... thoughts?
If i were to build a PFS legal serpentfire unchained monk.... how could i keep it optimize to reliably deal damage and make use of its chakras? Yes, I know the chakra system is considered by most to be subpar, but i do like the flying possibility option, without wasting tons of money, to have flight basically whenever you want it, even if delayed by one round. A snap leaf of ring of feather fall can keep it from being disastrous, and sllow me to actually end my turn in midair, without being concerned about a "fall"
Any suggestions on how to build the best potential battering blast arcanist? I'm fine with not PFS Legal, but still paizo only, as well as PFS society variants. Any must have traits/feats etc people think are neccessary. Just curious what one would like as I have heard great things.
Would an earth elemental be considered biped so they have access to all slots? Would i still need to take extra item to give them more slots? They would start with what neck and belt?
Larger weapons still confuse me... if I am a dwarf and wielding a maul axe which is light, can I get a large one to wield as a normal weapon or two hands? And if so, would the -2 penalty apply?

I have never played a paladin in Society before. Therefor, I am looking for suggestions or must have items for my stonelord. Everything from stand recommendations to gear, feats, skills, traits etc. I do know stonelords dont benefit as much from a high charisma except for lay on hands, so my current array is 16,12,16,7,14,12. I am planning on using a dwarven maulaxe so i can do slashing and bludgeoning without needing to waste a feat on a weapon. My level one feat currently selected (can change since i am just hitting level 2) is weapon focus. My traits are defender of the society and tireless (i'm exchange). I am planning on focusing my skills on diplomacy with a point in heal, and the rest in religion.
At level 2 if i dont change anything I have 23hp,22ac. am currently wearing a masterwork halfplate (bought for free with prestige). I am not sure if i just want to work on this, orsave up for an adamantine full plate or maybe mithril? I am also using a wooden heavy shield.
So anything you think i should change? Anything you want to point out as a future need or bad idea? Anything i missed?
I currently have a school savant enchantment based arcanist at level 12 and was considering putting a preparation ritual on one of my books. How exactly do they work? I tried to research and couldn't quite figure it out. Are they use once and done? Do I have to have that special spellbook to use it? Can I even scribe one from an evoker if I am not spe ialized to evoke?
Also while on the topic of spell books, can I rearrange my pages between books? Say I want to prepare a ritual and have the corresponding the spells but they are spread over 3 books, could I in theory, RIP out the pages and remind in a different book so long as I keep the 100 page count?

As the title suggests, I was planning on making a monk with clockwork prosthetics. I would prefer to make it for Society play, provided it was legal. My questions though, would be,
(1)if the prosthesis can be enchanted as weapons, then even if you account for the extra 6k+ purchase price, it technically becomes cheaper than an amulet does it not?
(2)Would the monk still follow its unarmed damage chart? The prosthesis does not increase damage in anyway, states it can be used to deal lethal damage with unarmed strikes so it seems viable.
(3)Could the clock work limbs be made of silver/cold iron?
(4) this seems like a fairly easy way to get around lots of potential dr's or carry several different weapon enchantments. I.E. fire on one arm, acid on another, sonic on a leg and holy on the other, or such, without the need to swap around amulets.Is it?
(5)Is there any rule in society play that would keep me from having my own arms or legs removed to have the prosthesis added?
(6) if i did this, then put on an amulet of mighty fists (agile) would my (flaming) prosthetic also do +dex to dmaage? RAW it seems as though it should work.

I am about to enter the eyes of the ten in the next few weeks, so no spoilers please! However, my Arcanist has survived her first 11 Levels by avoiding being hit with spider climb/dimensional slide, then flight and slide. However, this is a retirement arc, i feel relying on my insane maneuverability to stay out of range of being hit is going to be tested. (I have only ever been struck twice, and nearly killed each time)
The character, is a school specialist arcanist of the enchantment variety. Her base ac is an 11 with a +1 Haramaki (deathless), so buffing ac is NOT going to help. I have a lesser displacement cloak, and usually keep overland flight on myself all the time. I am also very limited on funds down to about 5k. So what are your thoughts on other spells i MUST have, to keep myself alive against all comers.
Also, I'm not worried about someone dispelling me, as i will simply counterspell them before they can (counter drain arcanist), so hit me up with your suggestions please! (or any other massive flaw in the strategy, though most of this is too late to change, besides additional spells)
Especially long lasting once i could keep on myself for most of the day with a single cast.
So I am starting a home game soon, and considering one of my potential big bads later on to be a warlock. I like the idea that they can do some odd stuff, and blast all day sort of like a kineticist. Is there anything I need to do to keep it in lieu of a pathfinder capable character? Nothing is worse than a badly designed boss fight.
I'm building him currently to be more or a harasser than an outright drag down fight. He is currently capable of spiderclimb, summon swarm and darkness invocations, so he can creep around on the ceiling and just send swarms at the group when they are already occupied, with the opportunity to reveal himself and blast when it would probably take someone down.
Thoughts, opinions?
BasICALLY ABOVE QUESTION. Last game I spejnt an entire battle just running and double moving as we were chasing a guy. I was the only one incapable of attacking the target as he was always more than 30 feet away, and without the extended range infusion i was pretty much useless with my 20' move speed.

So the ability in question is:
Basic Telekinesis
Element(s) aether; Type utility (Sp); Level 1; Burn 0
This ability is similar to mage hand, except you can move an object that weighs up to 5 pounds per 2 kineticist levels you possess (minimum 5 pounds), and you can move magical objects. Additionally, you can create a container of entwined strands of aether in order to hold liquids or piles of small objects of the same weight. You can dip the container to pick up or drop a liquid as a move action. If you possess the extended range wild talent, you can increase the range of basic telekinesis to medium range and increase the rate of movement to 30 feet per round, and if you possess the extreme range wild talent, You can increase the range of basic telekinesis to long range and increase the rate of movement to 60 feet per round. You can also use your basic telekinesis to duplicate the effects of the open/close cantrip.
I am currently playing an aether based vine leshy as a character in a home game. However, i am the specialized healer archtype as my group has 6 players and no healer, so i dropped my tankadin, to make this guy. Now the above ability specifically mentions an OBJECT, and there is a different ability to essentially shoot yourself into the air as if flying much later.
Dlo you think it would be game breaking to allow this kineticist to use his basic telekinesis to move himself, once he is within the weight category? (he weighs 20 pounds without gear) The amount of distance per action is FAR less, and obviously if i was moving further then the distance of the ability i would have to "maintain of concentrate" on it, if it were going to be allowed that way.
Now by that same token:
Element(s) aether; Type utility (Sp); Level 2; Burn 0
Prerequisite(s) basic telekinesis
When using basic telekinesis, you can move an object that weighs up to 100 pounds per kineticist level you possess. When using your telekinetic blast, you can throw an object weighing up to 100 pounds per kineticist level you possess, but this doesn’t increase the damage. If you accept 1 point of burn, the maximum weight increases to 1,000 pounds per kineticist level you possess and the duration increases to 1 minute per kineticist level you possess.
Once again this ability says OBJECT, but could it be used to lift a living creature? A Golem? An inanimate object, undead etc? What is your take, and is the ability to throw people too powerful?

PFS Legal Searing Flesh
Source Occult Adventures pg. 17
Element fire; Type defense (Su); Level —; Burn 0
Your body becomes painfully hot. Whenever a creature hits you with a natural attack or an unarmed strike, that creature takes 1 point of fire damage per 4 kineticist levels you possess (minimum 1 point of fire damage). A creature in a grapple with you takes double this amount of damage at the end of each of its turns. Weapons that strike you also take this damage, though the damage is unlikely to penetrate the weapon’s hardness.[u] By accepting 1 point of burn, you can increase this damage by 1 point per 4 kineticist levels you possess until the next time your burn is removed. You can increase the damage in this way up to seven times.[/u]
Whenever you accept burn while using a fire wild talent, the surging flame causes your searing flesh to deal double its current amount of damage for 1 round (a creature in a grapple with you takes a total of four times as much damage as normal). You can dismiss or restore this effect as an immediate action.
I am confused on what this means exactly. Do I spend one burn to gain level*4 damage shield, and i can do that up to 7 times? Or do I spend one burn PER 4 levels and can do that 7 times? I am level 4, what is the maximum damage shield I can have now, for how much burn spent?
This thing about magic items on companions still confuses me. Can i get a reference or siggestion for items for my large scorpion to wear/buy magic items for?
Would a ring of counterspells work with glitterdust? Since glitter dust is usually cast o na vertice, and not a specific target, i am not certain it would function. I am trying to find a way of 4k or under to avoid potential blinding issues on a cavalier.
As far as i cna tell, the pyrausta is a legal improved familiar in society play. It has a built in flyby attack, which according to herolab is NOT legal for PFS play. Can anyone confirm, deny, or point me in the direction of a clarification for this issue? I have been looking for awhile, and I can't find anything substantiating Herolab, and while i know it does have flaws, a lot of times it catches my booboos too, so want to make sure its not mine.

So, a helpful halfling gets to add +4 when aiding another With a rank of opportunist that increases to +5 aid another. So my question is, when i use
Exploitive Maneuver (Ex)
A halfling opportunist can use an enemy’s actions in combat for her own gain, as if the opponent were using aid another to assist the opportunist, giving her a bonus on her next skill check, attack roll, or to AC against the next attack. The enemy must be able to reach the opportunist, and the opportunist must activate this ability as an immediate action and succeed at a combat maneuver check against the enemy’s CMD; at the GM’s discretion, the opportunist can substitute another ability score modifier for her Strength modifier when making her combat maneuver check (such as using Dexterity for an agility-related action or Charisma for a social-related action). If the halfling succeeds at this combat maneuver check, she adds the aid another bonus to her action on her next turn and subtracts that bonus from the enemy’s roll for that action. Note that if the combat maneuver check is successful, the outcome of the enemy’s roll is irrelevant to this ability—a halfling opportunist can use a giant’s swinging club to jump farther whether the giant hits or misses with its attack roll.
The GM decides whether the enemy’s action can benefit the opportunist in the desired manner. Circumstances occurring between the enemy’s turn and the halfling’s turn may prevent her from following through with the desired action); if this occurs, she loses the bonus from aid another but can take her turn normally.
Am I only getting the normal +2/-2 or is it a +5/-5? I could see an arguement for both, one that the enemy is the one helping me, and two that i am helping myself with my maneuver.
I had the idea to create a swashbukler that arries and ripostes with unarmed strikes, preferably one that is pathfinder legal (if it cant be done, i am okay if its not as well) The only thing i saw requires me to make my hands piercing or slashing such as with boar style. The i assume i would need an agile mighty fist amulet. So the best way to start this out imo would be swshbuckler first, and grab weapon focus unarmed strike, then go monk to get the flurry, and go swashbuckler the rest of the way. Thoughts concerns tips or problems with this idea?
We are playing a kingmaker campaign, an i told me GM i wanted to own an herbalism shop and grow my own plants and stuff. He directed me to the downtime section, but i am really confused as to how it works exctly. It seems like i need to buy an alchemist shop/greenhouse then hire an artisans group, and a manager and i would barely be turning a profit just from gold a day (about 2g a day after paying the manager) Now i'm not even sure this is right, so can anyone explain how to go about doing this in stupid people terms so i get it, and maybe explain to me step by step what i need to do to make it happen? I understnd i wont get actual plants, hat i will get money or goods, and i kind of get that part, just not sure how to set it up.
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