Aldern Foxglove

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Goblin Squad Member. Organized Play Member. 57 posts. No reviews. No lists. No wishlists. 3 Organized Play characters.


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Some more interest in this since the CRPG was released.

If your would like to use this please simply go to "File" -> "Make a Copy"


Cheers. For some reason I didn't look in the Magic section of the CRB. For those who like the sweet sweet sauces:
In the event that a class feature or other special ability provides an adjustment to your caster level, that adjustment applies not only to effects based on caster level (such as range, duration, and damage dealt), but also to your caster level check to overcome your target's spell resistance and to the caster level used in dispel checks (both the dispel check and the DC of the check).

Does increasing the Caster Level of a spell using Arcane Reservoir add the to the roll to overcome Spell Resistance?

Cool, got a copy of the site (Cheers Fuzzy-Wuzzy), unfortunately it has the "You are viewing the legacy Pathfinder Reference Document website." message at the top of every page.

I still would love a copy of the original if Paizo is willing to distribute that.

Hazah! AoN's hosting the legacy site.

Although, I'm more concerned about the root AoN site now. I thought that the 2-3 minute loading time when I click "Spells -> Wizard" was because the site couldn't handle the increases traffic. But the old PRD, assumable hosted on his servers, is running just as fast. That means that the actual structure of his website is causing that delay.

I mean I wish his site the best, but if we're looking up a spell at the table, a 2-3 minute wait means that you miss your turn. And god-forbid you miss-click on the wrong spell, because then it's another 2-3 minute wait to reload the page.

Anyway, I'll scrape the legacy site with that HTTrack in case they take it down again.

@cyandb: Yea, use that personally as much as possible, but sometimes the links are a little sketchy. Better by-book separations, but still an, information overload for newbies when some of the links don't work.

d20pfsrd is just a dumping ground for all Pathfinder related material. That's a nightmare to navigate for new players.

... Well, it takes 3 minutes+ to load up the wizard spell list on AoN.

Seriously, could anyone at Paizo just give us a copy of the PRD site so that I can host it on an personal server for my players to use?

Anyone know how to download that for offline use? The wayback is super slow.

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Yea, no offence to AoN, I just liked the PRD format. It's easier to limit books (CRB only, or CRB+APG) for new players, otherwise it's just an overload for them.

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Is there any way to download a dump of the Pathfinder PRD as it was?

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Is there any way to download a dump of the Pathfinder PRD as it was?

Fair enough, cheers.

The cheapest option for the PCG Collections is $54. Are there any slower, cheaper options?


Are there any other shipping methods, or is the $54 the cheapest?

This thread seems to not send my notifications anymore. Please just PM me if you have a question. Then I can PM you and post the answer here.

@BossModeSlayer; This is probably way too late to be useful, but you have to;
-make a copy of "City #" sheet
-give it a name. ("Cool City")
-input the identical name into city section on the Kingdom sheet. ("Cool City")

All the cells look at the sheet names at the bottom, then grab the data from the identically names sheet.


Someone just requested edit privileges from me. Please just make a copy for yourself if you want it.

So, sorry to ask a question and then unequivocally disagree with the answer, but I did more reading, and this is a case of it being so clear that no one has asked the question before. :P

"Use a Wand, Staff, or Other Spell Trigger Item: Normally, to use a wand, you must have the wand's spell on your class spell list. This use of the skill allows you to use a wand as if you had a particular spell on your class spell list. Failing the roll does not expend a charge."

Source: Use Magic Device

DC 20 UMD to treat a spell as "on your class spell list" for the purpose of Spell Trigger Items.

Hi all,

I couldn't find a topic discussing staves with multiple spell classes. Maybe it's just obvious, maybe I didn't search well enough ;). This was found in an adventure path, so I thought that I would name it as the staff in case someone else has the same question.

Either way;

I have a level 15 sorcerer who just picked up a Staff of Heaven and Earth which can cast (And if they are wiz/sorc, or not):

Gust of wind - On sorc list
Stone shape - On sorc list
Air walk - Not on sorc list
Control winds - Not on sorc list
Spike stones - Not on sorc list

This is my understanding of how to cast these;
Gust of wind - Can cast using CHA for DC
Stone shape - Can cast using CHA for DC
Air walk - Use UMD to cast, using CHA for DC (Oracle)
Control winds - Use UMD to cast, using WIS for DC (Druid)
Spike stones - Use UMD to cast, using WIS for DC (Druid)

Is that correct?
Am I just able to cast all of them because I can cast one?
Do they use different stats, or do all use my CHA?


@xzyx: Damn, I see that guests don't get the drop down list from my template. I'll try to figure out how to share that properly, but let me know if you want a proper copy of my template.

@xzyx: Cool, I like the Cabinet Members tab and the auto feeding into the overview. Armies are looking good too.

Can't really help test the sheet, but if you're looking for feedback:

The layout and pop-up tool tips are great
I would suggest making the formula fields a different colour. This just helps prevent accidental spreadsheet explosions.

Let me know if you have any questions or find any mistakes once you're underway.

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Hi all,

I'm in a group playing Kingmaker (just finished 2nd book). Since I'm a a bit of a spreadsheet nut, I am handling kingdom management. NOTE that this is based on the Ultimate Campaign Kingdom Management and NOT the system listed in Kingmaker book 1.

I created a mostly automated google sheets document to allow for easy management and sharing. This sheet allows us to run a turn in about 5-10 minutes (1 city with a <10 size kingdom).

Please leave any questions here, and I will try to generate a guide and FAQ based on what people find unclear.

Usage basics:

  • Blue is for manual entry / drop down selection
  • Grey is for formulas and (do not touch) cells
  • The name of each city must match the name of the city's tab
  • Lock the data tab once you have copied the sheet ;)

Manual operations:

  • Add/remove treasury BP
  • Generate magic items
  • Add/remove building discounts
  • City map layout
  • Army management not included yet (working on it)

(Mostly) Automated Kingdom Management Template:
Kingdom of Template

Our Kingdom as an example:
Barony of Greenbelt

Credit - The basic layout was modified from a completely manual spreadsheet but I cannot remember the source. I'm happy to credit that person once I figure out who they are.

It's too bad that this spell is so confusing RAW, since it's RP gold :D. I fondly recall my 3.5 ed Ex-Elf, Centaur Rogue.

We've just decided to throw out the entire spell description, grab the ARG race builder, and build him a hybrid. I didn't allow race building at creation, but this is quite fun and effective as you can nudge traits around based on the circumstances of their death & reincarnation.

On a side-note: It looks like Reincarnate might not be PFS legal (haven't found an official link to that). Also, I checked what 5th ed did, and it looks like they've just axed the spell. Maybe no one has figured out how to fix it. :/

Has this been cleared up anywhere? I'm having a hell of a time trying to figure out a fair and balanced method for this spell.

Going from Elf to Human (ROW) seems like it will leave the player at a massive disadvantage which isn't fun for anyone.

I'm the player in this case. I just like to give my GM a reference to a rule rather than more research for her to do. ;)

Thank you all for the sanity check and discussion points.

I think that you've both hit on the points that are unclear.

Reading through the Skull and Shackles Player's Guide, it seems that most force effects can be attached to a boat as if it were the ground. But, either way seems perfectly reasonable.

VRMH: Now I'm wondering what happens when you got down the stairs from that second floor house... Maybe I'm just over thinking this one. ;)

Does a floating disc interact with vehicles?

Is there any reference that discusses what happens if you cast it while standing on a wagon / boat / dog sled?

That's unfortunate. I'm sure that you could find 16 people willing to volunteer an hour or two each to make an awesome Roll20 version of the flip-map set, but they wouldn't be able to share it.

"Caerlin knows of an unplundered wizard’s tower in Mosswater, and he would be willing to share that information with heroes likely to use it for good."

Does anyone know what this is about?

I wouldn't mind keeping this thread alive because the book doesn't really answer the question; "Ok, how do I start?". The thread that you reference, Jester, is amazing as is your player's guide. The Sword Emperor is also throwing out a lot of useful info and background.

The book is unfortunately more of a campaign setting than a module and I am very new to GMing. I have a few ideas, but I was hoping for a few (or just one) realistic and balanced scenario(s) that would make a good first encounter. The Sword Emperor's suggestion of harsh questioning at the gate is great as an intro to the fort and it's laws. But after that, it seems like one failed bluff check while trying to help the Foxes would land the PCs jail.

So, assuming that the PCs are in the city, would anyone mind describing:
1. the scenario(s) that they used to let the PCs decide who to support, and,
2. what did you use as your victory condition?

@Cevah: From Mending description: "Magic items that are destroyed (at 0 hit points or less) can be repaired with this spell, but this spell does not restore their magic abilities." It works exactly as Kirth said.

@Ascalaphus: I see what you did there ;)
@CraziFuzzy: Cool find. A buddy had given up on repairing a great sword that his character had and improved since level 1 (It got Treanted). This makes it possible and is another good reason for a quantified Destroyed condition. Now we just need to scower the land for a Soul Forger Magus :P

@Ascalaphus: Agreed about it not being a game changer, I'm surprised by the resistance.

Everyone in my various groups just assumed that there was a Destroyed condition and that it was basically the next severity of broken. After all, every other physical condition has a less and greater version.

As it stands, anything that you can repair would be so under-powered that it's only useful for magic items with sentimental value. The main thing that I use the spell for is repairing architecture or ruined mechanical devices. Repairing a statue to see that it's of a Azlanti fighting a Serpantfolk seems pretty awesome (and narrative improving) to me. ;)

@Shadowborn: The English dictionary of earth doesn't take magic into account ;)
@P33J: I'm not sure how a level 2 spell can ruin your narrative. There are spells that can conjure stone, create demiplanes, and reverse gravity but it is narrative destroying to have a wizard restore something's shape and properties?
@Kirth: I agree, but I was just leaving the wording in Mending to take care of the inability to restore the magic.
@BigDTBone & SeeleyOne: That would be why I asked to have it defined. Several places in the PRD say 'when it goes below 0 hp, it is destroyed' and that would be fine if that meant 'gone', but there are ways to undestroy it.

1 person marked this as FAQ candidate.

Is there any chance that a 'Destroyed' condition could be added to Glossary in the next errata of the Core Rulebook?

The best reference I could find to describe this in the CRB under 'Damaging Magical Items' "A damaged magic item continues to function, but if it is destroyed, all its magical power is lost." But, there is no reference to what destroyed actually does. My assumption is (copied and edited from Broken condition):

Items that have taken damage in equal to or in excess of their total hit points gain the destroyed condition, meaning they are unusable for their intended purpose. All of the item's magical properties are suppressed and any charges are lost.

Items with the destroyed condition, regardless of type, are worth x% of their normal value. If the item is magical, it can only be repaired with a make whole spell cast by a character with a caster level is at least twice that of the item. Items lose the destroyed condition if the spell restores the object to more than 0 hit points. If the item still has less than half of its hit point total, then it gains the broken condition.

With this as a condition, all you have to say is '+1 Dagger (CL 3) (Destroyed)'. Then everyone is on the same page much like '+1 Dagger (CL 3) (Broken)'


Stacking anything would be absurd. The only revelations that I would expect to be select-able more than once would be those with sub-selections.

Judging by the responses, I assume that I haven't missed anything and there aren't any "more than one" revelations yet. It was nice of them to leave that open for the future.

It's stated in a faq (still not on the PRD) that Oracles can't select revelations more than once unless specifically stated:

But, I haven't found any revelations that state that they can be taken more than once (Battle - Weapon Mastery being a prime candidate). Is there a "select more than once" revelation that I have overlooked, or is this just an oversight after the initial oversight?

This seems obvious when referencing Obscure Object, but is there an errata or official clarification somewhere stating this?


My players are about to run into a Tentamort (shhhh, don't tell them) and I'm not sure if this is a typo, or I'm missing something. The poison says "frequency 2 rounds". I'm not very familiar with poisons, but I think that I'm expecting it to say something like "frequency 1/round for 2 rounds"

I've only found one other post on this from "Astral Wanderer" asking the same questions and suggesting that it should be "1/rnd for 2 rnds"


I had a RAW question. My understanding of Magic Item Creation time is (ignoring rushed crafting for now):

Maximum 8 hours of work a day.
Normal crafting time is 8 hours per 1000gp (minimum 8 hours)
Potions or scrolls under 250gp crafting time: 2 hours

My understanding of...
"8 hours of work per 1,000 gp in the item's base price (or fraction thereof)" that you have to round up the cost of any magic item to the nearest 1,000 gp for purposes of determining crafting time.

Therefore an item that has a base cost of 1250gp will take 16 hours.

Is that correct?

Cool skrahen, so there is a actually spell that can transport people to the caster. I wonder why it is such a high level and such a low range.

Refuge is definitely the closest spell, and Bracelet of Friends is the only spell effect that does exactly what we're looking for. Too bad that Refuge doesn't have that ability.

Thanks all.

Well the question wasn't how to do it, we already know. The question was, is there a spell that transports a willing person somewhere on the material plane to the caster of the spell, also on the material plane.

Yea, that's the obvious solution, but I was hoping for something that doesn't require 2 level 5 spells, and the potential to send us to some random location.

This is really cool but it unfortunately still sends the person to a pre-determined spot. That being said, if the caster's abode was, for example, a Mage's Magnificent Mansion, then that spot could theoretically move with the party.

Thanks again, any other suggestions?

Unfortunately Word of Recall just teleports you to a spot that you designated at the start of the day. That would work well to get the rest of us back to camp, but we need to get him to us.

Thanks LazarX, what is the spell called?

One of my party members is on the opposite side of a hostile ancient city. He is sleeping in a friendly camp (missed the previous session) and free to leave at any time. However, in-game time is a factor so we are thinking up options to meet up with him quickly.

So, I (I play a teleportation specialist wizard) would like to know, is there is spell that could teleport/summon/call a willing ally to me?

It doesn't matter what level or class, I'm just wondering if it exists.

Thank you in advance.

Heh, quick and unanimous. Thank you all for your clarification.

I searched for this and couldn't find any posts so maybe this hasn't come up before.

Under the Fighter's Armor Training ability, it states:

"Starting at 3rd level, a fighter learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed.

In addition, a fighter can also move at his normal speed while wearing medium armor. At 7th level, a fighter can move at his normal speed while wearing heavy armor."

1. One of my players has interpreted this as saying that a fighter can move at normal speed while in medium armour.

2. I interpret this as saying that once the fighter has this ability (at level 3) then he is able to move at normal speed in medium armour.

Every other ability that I've looked at clearly states the level that each part of it is acquired. But, because there is a break between the portion of the ability that states "At 3rd level" and the "wearing medium armor" portion, I can see his point and I would prefer community clarification.

References would be ideal if they exist, but either way, thank you in advance.

Thanks for getting back to me. It sounds like "when in doubt, use the stat-block" is a the way to go.

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