Balazar

Hendelbolaf's page

Pathfinder Adventure Path Subscriber; Starfinder Charter Superscriber. ** Pathfinder Society GM. 934 posts. No reviews. No lists. No wishlists. 11 Organized Play characters.


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Pathfinder Adventure Path Subscriber; Starfinder Charter Superscriber

People are posting pictures of their 2nd edition subscriptions arriving today. I thought it was all going to be released on August 1st at Gen Con...


Pathfinder Adventure Path Subscriber; Starfinder Charter Superscriber

I went into my profile and saw that the Gen Con 2019 pick-up option was available. I selected that and then I could no longer find my "sidecars" items. I did, however, find that under order history it now shows order #7741694 which is my Pathfinder 2.0 preorder as "complete."

Is that a function of those sidecars items getting moved to Gen Con 2019 pick-up? If so, great! That was all that I wanted to do along with my regular subscriptions that are available at Gen Con for pick-up.

Also, I wanted to add the new 2nd edition items as a subscription and I was not sure how to do that where I won't purchase the initial items a second time. If customer service can contact me or I can contact them this week to see how I get that organized.

Basically, I want to pick-up my Pathfinder/Starfinder subscription items that are available for Gen Con 2019 pick-up along with my new Pathfinder 2nd edition purchases. After that, I would like to have my Pathfinder 2.0 items all come to me via subscription if possible.

Thank you!


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Pathfinder Adventure Path Subscriber; Starfinder Charter Superscriber

Will there be an option again this year to pick up our subscription and all of the contents of our sidecart that is related to Pathfinder 2.0 at Gen Con?

If so, when do you think that option will appear?

Thank you!

2/5

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Pathfinder Adventure Path Subscriber; Starfinder Charter Superscriber
Mimo Tomblebur wrote:
See organizedplayfoundation.org for most of these answers. Yes, they will take you for one table.

This may not mean much, but under Gen Con on that site it says "Space Available for Pathfinder (2nd edition) and Starfinder GMS!"

That may not preclude Pathfinder 1st edition, but that is all that I would feel comfortable at running. I am going to reach out to them anyway.

Edit: It looks like it may be a minimum of two blocks...

2/5

Pathfinder Adventure Path Subscriber; Starfinder Charter Superscriber

So I am running two non-PFS Pathfinder events on my own away from the Sagamore Ballroom, but what if I was able to run a single PFS table? I have an open slot on Saturday morning and would be willing to possible run the PFS event that I wanted to play, #10-22 Passing the Torch Part 1.

Who do I talk to and what other requirements do I need to meet, such as meetings, muster time, etc.?

Is it really feasible for just a single event?

2/5

Pathfinder Adventure Path Subscriber; Starfinder Charter Superscriber

At this point the entire Gallowspire event appears sold out so I would show up for the game that I have the ticket to play. It will be difficult to swap tables as the higher levels do not have pregens available and not everyone will have a 15th or 16th level PFS character available.

2/5

Pathfinder Adventure Path Subscriber; Starfinder Charter Superscriber
TOZ wrote:
Sorry, I'm in the same boat trying to play it that weekend. I may have a ticket available for it Thursday afternoon if you want to trade for generics.

Actually I typed the wrong number (10-23 instead of 10-22).

I have tickets for myself, my son, and my friend for Saturday afternoon Part 2 of Passing the Torch and I have a single ticket for myself for Friday afternoon Part 1 of Passing the Torch. I am hopeful for more Friday afternoon slots to open up. If other time slots open up, I will try and switch around our schedule to accommodate it. I would even probably be willing to play Part 1 and Part 2 out of order if that was needed.

Unfortunately, on Thursday afternoon and evening I am running my own Pathfinder events, a conversion of T1 The Village of Hommlet, so I am not available during those times slots.

2/5

Pathfinder Adventure Path Subscriber; Starfinder Charter Superscriber
TOZ wrote:
Grimlik wrote:
Where all the GMs at?
Upset about 2E most likely. I'm considering throwing in on GMing 10-98, but it's a lot of work.

10-22 please, please, please...

2/5

Pathfinder Adventure Path Subscriber; Starfinder Charter Superscriber
Blake's Tiger wrote:
Grimlik wrote:
This is disappointing news. This was our first year getting hotel rooms downtown in the lottery after 6 years of trying. Now we go to get our PFS 1.0/2.0 event tickets only to find there are no options and everything has sold out. Where all the GMs at?

Thursday 8 AM PFS(2) 1-03 was available, last I checked today, and in enough volume to accommodate a family/group.

There's one, at least.

...of course it may disappear 30 minutes after I post this due to posting it.

I will be getting my 2nd edition time in during a couple of the 2:00 AM overnight games...

2/5

Pathfinder Adventure Path Subscriber; Starfinder Charter Superscriber

Thank you for all of the insider information and perspective from both GM's and coordinators.

I would run some games, but I already run my own events outside of PFS but with Pathfinder rules.

2/5

Pathfinder Adventure Path Subscriber; Starfinder Charter Superscriber

There are several events that still have more than 6 tickets available. While I am sure those will sell out soon as well. It would be wonderful if the admins could ask those GM's to maybe run the higher level games instead like Passing the Torch.

I know some are not as confident running a 14-15 game versus a 1-5 game, but some should be fine with it and there is still ample time to prepare to run the scenario. It is just a thought...

2/5

Pathfinder Adventure Path Subscriber; Starfinder Charter Superscriber
Bob Jonquet wrote:

We will have a process by which a full table (six) of players can pre-muster for a slot in which they all have registered tickets for, but it is all done on site. We do not take reservations in advance of the event.

GMs are assigned a specific sub-tier and do not have to prep the others so they will generally know what to expect when they are preparing their table.

But like normal, if we show up to muster early and have four to six, they will try and seat us together right? I know sometimes they cannot, but they try their best.

2/5

Pathfinder Adventure Path Subscriber; Starfinder Charter Superscriber

I have a crossblood lava gnome sorcerer who specializes in Fireball to great effect. I will likely have a ninja with me as my son is leveling him up before Gen Con. If no ninja, then he will bring his half-elf fighter archer that he has played across five Gen Cons. My other buddy is likely bringing his oracle with the life mystery and healing out the ying-yang or his skald.

We would love to organize before hand and super optimize our table.

We are in champion playing 16th Level PFS characters.

Thanks!

Edit: My sorcerer knows Named Bullet due to having the archer with her, so I will cast that on you no issue. Plus Haste and other buffs of course...

2/5

Pathfinder Adventure Path Subscriber; Starfinder Charter Superscriber
Mercurywolf wrote:

I managed to snag a ticket for both parts but unfortunately in the wrong order.

I got part 2 for Saturday at 8 am and part 1 at 2 pm. I’m hoping somebody on the forums is willing to trade my part one for a ticket on Thursday or Friday or is willing to trade their Sunday part 2 for my Saturday part 2.

I am Part 2 on Saturday afternoon so maybe some of us will be at the same table...

2/5

Pathfinder Adventure Path Subscriber; Starfinder Charter Superscriber

There are 5 spots for Passing the Torch Part 2 on Saturday at 8:00 AM and I am available during that time, but I already have Part 2 scheduled. I would love to find at least two seats at a Part 1 table...

2/5

Pathfinder Adventure Path Subscriber; Starfinder Charter Superscriber

Please add more sessions of Passing the Torch Part 1 and Part 2 for Gen Con 2019...

I got tickets for Part 2 but not for Part 1 and they sold out in minutes if not seconds. Obviously it is popular so if the powers that be read this, please consider adding some more sessions of these scenarios.

Thanks!


Pathfinder Adventure Path Subscriber; Starfinder Charter Superscriber
Derklord wrote:
Hendelbolaf wrote:
I also add the +20 to the DC for the blindness/invisibility aspect of it.
I'm not sure that applies here, as the creature isn't actually invisible, and the spell explicitly says that the target isn't silenced. I think the +20 to the DC is only on visual checks.

The Invisibility spell says that creatures get a +20 bonus to their stealth, it does not distinguish between hearing and seeing (this is one of the pitfalls of combining Spot and Listen in Pathfinder) so an invisible creature gets a +20 to their Stealth checks against whatever means used to pinpoint their location. I usually apply this to creatures using Stealth against a blinded creature, but it is more of an inference from the rules rather than a strict reading of them.

On the other hand the Silence spell does nothing for Stealth as it gives no bonus to Stealth checks. I would, however, probably rule that a blinded character cannot use Perception as the blinded condition does say that all checks requiring sight automatically fail and with no sound, it would be hard pressed to use another sense to locate creatures. Again, that is a loose extrapolation from the rules of how I would adjudicate it as a DM.

Derklord wrote:
Hendelbolaf wrote:
Just as a talking creature can be heard and pinpointed within 30 feet with a base 0 DC modified as mentioned above.
Where does it say that?

Under the chart for Perception it has "hear the details of a conversation" as a DC 0 check. If I can hear someone, it seems like I could pinpoint them if they are within 30 feet and then move to attack them with a miss chance. That is how I interpret that situation.


Pathfinder Adventure Path Subscriber; Starfinder Charter Superscriber

I might say 2 or 3 or maybe even 4 depending on what the players said their characters were going to do.

"If some but not all of the combatants are aware of their opponents, a surprise round happens before regular rounds begin."

So, it appears that the guards are not aware of the rest of the party waiting to pounce or for their friend's bluff to work. I think that means that there is a surprise round.

If the party or some of the members said "we are readying an action to strike, cast, charge, whatever, if the guards attack our friend" then I would be okay with their actions interrupting the guard's attack. However, there is some debate as to whether or not an action can be readied outside of combat. I tend to use a loose translation of combat to include almost any encounter the PC's may have, including social ones, traps, etc.

In the case of a readied action it would be party members go, then the guard's action, then regular initiative. The reason I would still give the guard the right to go is that his action is the triggering action for the readied actions so it needs to occur (unless of course he is dead or incapacitated by the party prior to his action being able to be performed).

If there was no readied action(s), I would have the guard go, then proceed with a surprise round, and then enter the first normal round of combat as the initiative rolls direct.

That may not be in agreement with everyone, but I think it is in agreement to the rules, or at least my interpretation of them, and that is how I would rule on the subject at my table for what it is worth.

Thanks!


Pathfinder Adventure Path Subscriber; Starfinder Charter Superscriber
Derklord wrote:
Hendelbolaf wrote:
the Perception DC to hear someone in combat is -10. So with a penalty of 20, that number is usually a DC 10 Perception check.
That's the DC to "Hear the sound of battle", not the individual creature. The noise is probably even made at your own square (mud hitting your face or whatever). In any way, the culprit stepped away from where he made the noise. Party members attacking the dirty fighter should help, though (but then again, they could just direct you, e.g. the classic "enemy at 3 o'clock").

I guess that depends on your interpretation of the rules. I try and find any non-Stealth action on the table and/or see how the action fits with the listed actions.

So if a blinded creature is attacked, I see that as being in combat with the sounds of combat so it is a -10 base DC. Of course a DM can apply any modifiers for distance, unfavorable conditions, or what ever they want to that check, but that is the base. I also add the +20 to the DC for the blindness/invisibility aspect of it. Just as a talking creature can be heard and pinpointed within 30 feet with a base 0 DC modified as mentioned above.

Then of course you have the 50% miss chance so a blind creature finding and attacking another creature or a creature attacking an invisible opponent.

It is not 100% clear all the time, but that is why you have a DM to interpret and adjudicate the rules at the table. It would be nice if we always had some level of consensus on every situation, but just read through the forums to see that is almost impossible...

Good luck!


Pathfinder Adventure Path Subscriber; Starfinder Charter Superscriber

Observed is relative so he could potentially use Stealth against the characters that he has concealment from but, as you mentioned, not against those who are not blind.


Pathfinder Adventure Path Subscriber; Starfinder Charter Superscriber

As shown above all you need to do is pinpoint the location of the foe and then you may attack them, but you have a 50% miss chance. Unless there is something special about your foe (such as using Stealth, incorporeal, or some of the conditions Blahpers mentioned), the Perception DC to hear someone in combat is -10. So with a penalty of 20, that number is usually a DC 10 Perception check. Also, you can usually only pinpoint a foe within 30 feet.

Unless you have Blind-Fighting, it is also double move to even go five feet so you may provoke attacks of opportunity based on the situation. After that it is really up to the DM to adjudicate the situation. I take away the other miniature so the player does not know exactly where the foe is and have them make their checks to get that information.


Pathfinder Adventure Path Subscriber; Starfinder Charter Superscriber
Fuzzy-Wuzzy wrote:

Oh, hey.

Cure Light Wounds wrote:
When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage + 1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.
I guess that means cure wounds won't be halved!

Interesting find! I guess it is in the wording and the semantics. Maybe that is where I first saw it...


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Pathfinder Adventure Path Subscriber; Starfinder Charter Superscriber

The rules for the incorporeal subtype say that the creature receives the incorporeal special quality. Under that special quality it says the following:

"It is immune to all nonmagical attack forms. Even when hit by spells or magic weapons, it takes only half damage from a corporeal source (except for channel energy)."

I understand that if I hit it with a longsword, it takes no damage. If I hit it with a +1 longsword, it takes half damage. If I hit it with a Fireball, it takes half damage. If it is an undead as well and I hit it with channel positive energy, then it takes full damage, hence the exception in parenthesis above.

What about positive energy from a Cure Light Wounds?

For some reason I thought it took full damage. However, as I read it, it will only take half damage as that is a spell and no exception has been given for it.

Am I missing an FAQ somewhere or is my understanding correct?

Thanks!


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Pathfinder Adventure Path Subscriber; Starfinder Charter Superscriber

Zombies have a base speed of 30 feet so looking at the chart that lets them Walk 3 miles an hour. As they are always staggered, they cannot Hustle so they cannot use that distance over time at all.

To the points made earlier, they also do not need rest, so they can Walk 3 miles an hour for 24 hours a day and cover massive amounts of distance (72 miles per day) even at that pace.


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Pathfinder Adventure Path Subscriber; Starfinder Charter Superscriber

Well for starters, even though I know this is the rules forum, I clicked on this thread looking for cool ways for zombies to travel through time...

They are staggered so they would only be able to walk and cannot hustle so with a move of 30, they would walk 3 miles in an hour. So, it would take them 1 hour and 20 minutes to walk the 4 miles to town.


Pathfinder Adventure Path Subscriber; Starfinder Charter Superscriber

Three off the same posts, three different replies, all roughly the same answer...


Pathfinder Adventure Path Subscriber; Starfinder Charter Superscriber

I thought Positive Energy Effects did full damage to incorporeal undead...I will have to search that.


Pathfinder Adventure Path Subscriber; Starfinder Charter Superscriber

I guess I agree with Anguish, because I see it say roll once per spell and never does it say once per creature.


Pathfinder Adventure Path Subscriber; Starfinder Charter Superscriber

I read that as "only once" for any casting of a spell, so I roll one spell resistance check.

If I have two targets with SR, one a 15 and one a 20 and I get an 18, then I affect the first and not the second. If it is an effect that lingers and they both are affected the following round, then the first will still be affected while the second will still not be affected.


Pathfinder Adventure Path Subscriber; Starfinder Charter Superscriber

Okay, the incorporeal subtype says that it is immune to critical hits and precision damage, like sneak attack, unless it is with a ghost touch weapon, but what about positive energy attacks like a Cure Light Wounds attack?

It seems like it would work against a corporeal undead like a zombie, but I am curious if I am missing some rule under positive energy attacks that might make it effective against incorporeal undead.


Pathfinder Adventure Path Subscriber; Starfinder Charter Superscriber

I am sure this has been discussed before, but I cannot find any FAQ, official response, or even a consensus on this issue.

My question is does a character with sneak attack apply that damage if they use a touch spell or ranged touch spell that does damage?

In particular my incident was a rogue fighting an incorporeal undead without a magic weapon so he used a wand of Cure Light Wounds via Use Magic Device to make a touch attack while flanking the incorporeal undead. Is his damage just 1d8+1 or does he apply sneak attack damage as well?

Thank you!


Pathfinder Adventure Path Subscriber; Starfinder Charter Superscriber

I have to agree with PFS and say that, according to rules that I see, you must use the rules for your class. So, an unchained rogue does not get Offensive Defense which is one of my favorite rogue talents.


Pathfinder Adventure Path Subscriber; Starfinder Charter Superscriber

To each his own, but for me the -1 for Power Attack to get 3 more points of damage with a two-handed weapon is worth it. If I am a 1st level fighter with an 18 strength and Weapon Focus, then I would be at +5 to hit with Power Attack and that is about a 50% chance to hit many low level opponents. The -1 to attack is not much to pay to get the extra 3 points and make sure you lay your opponent down.

I get Power Attack early and turn it on and never look back.

Plus, it gets you into the Cleave line of feats earlier and there is nothing better than a Cleaving Finish to get a little more ouuu your attack.

Different strokes for different folks, but that is my way of doing it.


Pathfinder Adventure Path Subscriber; Starfinder Charter Superscriber

As they have said 2d4+4 is the correct damage for what you described.

To be honest, however, that is not great damage for a low level fighter. It is good, but not great.

I would usually take Power Attack at 1st level if I was a fighter and be able to do 2d4+7 with your fighter’s stats. Of course I would probably go with a greatsword and an 18 strength and do 2d6+9 at 1st level. Marshal types do great at lower levels while casters turn it on during the upper levels.

Good luck with your group and keep it up!


Pathfinder Adventure Path Subscriber; Starfinder Charter Superscriber

I am signed up for Saturday night at Gen Con as well to play in this, tier 5-6.

There are still 128 tickets out of 180 available for that tier so I hope more people sign up for it. However, all 300 tickets for tier 1-2 and 230 of 240 for tier 3-4 are already sold. Tier 7-8 still has 80 of 120 tickets available. Obviously folks are still on the lower levels when it comes to Starfinder Society. So, 218 of your best Starfinder buddies can still sign up at Gen Con!!


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OmniMage wrote:
I'm under the impression that you only need 1 scroll, much like you use only 1 spell casting worth of material components. Unless of course you were making a wand or something like that, then things get blurry.

You would need to cast the spell once per day of crafting.

Under Creating Magic Armor: "The act of working on the armor triggers the prepared spells, making them unavailable for casting during each day of the armor's creation. (That is, those spell slots are expended from the caster's currently prepared spells, just as if they had been cast.)"

Under Creating Magic Weapons: "The act of working on the weapon triggers the prepared spells, making them unavailable for casting during each day of the weapon's creation. (That is, those spell slots are expended from the caster's currently prepared spells, just as if they had been cast.)"

Under Creating Potions: "The act of brewing triggers the prepared spell, making it unavailable for casting until the character has rested and regained spells. (That is, that spell slot is expended from the caster's currently prepared spells, just as if it had been cast.)"

Under Creating Rings: "The act of working on the ring triggers the prepared spells, making them unavailable for casting during each day of the ring's creation. (That is, those spell slots are expended from the caster's currently prepared spells, just as if they had been cast.)"

Under Creating Rods: "The act of working on the rod triggers the prepared spells, making them unavailable for casting during each day of the rod's creation. (That is, those spell slots are expended from the caster's currently prepared spells, just as if they had been cast.)"

And on and on as there is a similar clause under each type of magic item to create.

So the spell is needed once per day of crafting or at least the slot is needed. How this would work with expensive foci or components is not stated, so the RAW would be it would cost the same amount as if you had cast the spell. I, however, would probably just have the caster use the slot with no extra expense for components or foci.

Scrolls being used for this, however, would be a different story and they would be much more expensive to purchase as they would include the cost of the expensive components and/or foci as well.


Pathfinder Adventure Path Subscriber; Starfinder Charter Superscriber

Like merpius said, no where in Trap the Soul does it mention a "true name", just the "name". So all you need to know is the character's name to gain the benefits of either method of trapping their soul.


Pathfinder Adventure Path Subscriber; Starfinder Charter Superscriber

Can he just use a scroll to substitute for the spell?

Yes

If not that can we find another caster who can cast the spell for us?

Yes

If neither of those work do you have any suggestions as to how we can fix this issue?

Both of those work, but, as mentioned above, if it is an item OTHER than a scroll, potion, wand, or staff, then you could increase the craft DC by 5 for every requirement you do not meet. The only exception there being that you must have the appropriate craft item feat.

For scrolls, potions, wands, or staves you must have the spell available each day during the creation process.


Pathfinder Adventure Path Subscriber; Starfinder Charter Superscriber

Wow!! An 8 year old dead thread brought back to life...


Pathfinder Adventure Path Subscriber; Starfinder Charter Superscriber

I am not sure if you were posting a link but it does not appear to work so it is difficult to see the scenario that you are describing.

Also, what do you mean by 15ft/stealth and perception checks are -1 per 10ft so I do not know where you got -5 vs Perception for every 30ft.

I will try to answer some of your questions.

#1 - If the goblin is in dim light or darker and the human cannot see in the dark such as through Darkvision, then the goblin makes a stealth check in the concealment of the dim light versus the human's perception check. If the human fails to see the goblin, the goblin can step up and check out the pot. Once he does so, he has broken concealment and can be seen. Since he did not take an offensive action, it would roll to the next round and normal initiative would begin. Basically, the human was surprised during the round the goblin was sneaking up to the pot and that was the surprise round.

#2 - I cannot see the diagram, but using the same scenario above the goblin makes his stealth check while in the concealment of the dim light and the human makes his opposed perception check. It the human fails to see the goblin, then the goblin can make one surprise attack on the human. Then initiative is rolled and combat proceeds as normal.

#3 - Yes, if the human is now in the dim light, then the goblin can use the concealment of the dim light to make a stealth check.

#4 - Yes, the stealth check from the goblin would be broken by his first attack, but he could make more stealth checks on subsequent rounds and continue to surprise his opponent. It is not wise for non-darkness seeing creatures to fight creatures that can see in the dark while they are in the dark.

#5 - Blur grants concealment and cover or concealment allow for the use of a stealth check regardless of the light conditions. **EDIT This might not be true because of some verbiage in Ultimate Intrigue regarding Blur and stealth. I do not have it handy right now, but I will look into it and see what it says**

I hope that helps!


Pathfinder Adventure Path Subscriber; Starfinder Charter Superscriber

That is a direct holdover from 3.5 rules that substituted Perception for Search. I think it is referencing that to find a magical trap in 3.5 it was a search check with the DC set at 25 + spell level used to set the trap. It is the same in Pathfinder and that rule is now found under Magical Traps in the Environment section as opposed to the skill sections.

This 4 less DC rule would be applicable if the spells were of the abjuration school, like Alarm or something like that. This is just my supposition and not necessarily 100% fact.

Good luck!


Pathfinder Adventure Path Subscriber; Starfinder Charter Superscriber

The investigator extract Defensive Grace says “each round you can roll an inspiration die without expending a use of inspiration and gain the result as a dodge bonus to AC for that round.“ This is a personal extract, however, with infusion the investigator can give it to others who do not have inspiration. Can they gain the benefits of this extract?

If so, do they gain the use of the inspiration die from the investigator who gave them the infusion?

Thanks!


Pathfinder Adventure Path Subscriber; Starfinder Charter Superscriber
Garret Candoor wrote:
Yes, I agree with the +5 to DC for not having the spell on your list. As far as, Cooperative crafting I was unaware of that feat. Thanks. I didn't think you could take 10 on using spellcraft to craft magic item feats so with a spellcraft of +13 that makes crafting way easier to do and not get cursed items. LOL. Thank all for your input.

As blaphers said you cannot ignore the requirement of the spell when crafting a wand so there is never a time when the +5 craft DC will come into effect in this situation.

Also, without certain feats or valet familiars, etc. as mentioned, you cannot aid another on these checks. You can, as ryric posted, take 10, so that is the crucial point in the calculation.

For a 5th level Wand of Cure Serious Wounds with the party cleric or bard providing the spell during crafting it would be a DC 10 Spellcraft check to craft it and it would take 12 days at a cost of 5,625gp.

If you wanted to speed up the process, then you could add 5 to the craft DC to make it a DC 15 Spellcraft check and get it done in 6 days at the same cost of 5,625gp.

I hope this helps with the above answers as well.


Pathfinder Adventure Path Subscriber; Starfinder Charter Superscriber

Without looking into too much and based on what you have presented, I would say they stack.


Pathfinder Adventure Path Subscriber; Starfinder Charter Superscriber
CountofUndolpho wrote:
I can't find the FAQ page at present...

I am so glad that I am not the only one having trouble navigating the new Paizo website after the changes. I had to exit out and Google search "Pathfinder Core Rulebook FAQ" to find it the other day after searching the website for 20 minutes...


Pathfinder Adventure Path Subscriber; Starfinder Charter Superscriber
Java Man wrote:
In a 2012 faq to the CRB it is clarified that lay on hands is positive energy.

Thanks! I swear that I cannot find anything since they changed the website.

So that makes Lay on Hands a positive energy effect (Paizo why won't you change this on the SRD?) and nulls part of my post.

It does not change the touch of corruption side of it as far as I can see. I looked at the FAQ for Advanced Player's Guide and it did not have anything there for antipaladins.


Pathfinder Adventure Path Subscriber; Starfinder Charter Superscriber

I know this is not a new debate, but in reviewing several threads regarding this subject, I could not find anything that resolved the issues with Lay on Hands and Touch of Corruption.

My issue is that Lay on Hands never says that it is a positive energy effect. It may be inferred from the ability, but it is not actually listed as a positive energy effect.

Lay on Hands says "a paladin can heal wounds (her own or those of others) by touch" so that means that a dhampir or an undead race paladin (that is not evil) can heal themselves with Lay on Hands. Lay on Hands also says "a paladin can use this healing power to deal damage to undead creatures" so that means that they could not deal damage to a dhampir as they are not undead, they just have negative energy affinity and Lay on Hands is not described in the rules as being a positive energy effect.

Conversely, Touch of Corruption for an antipaladin never calls it a negative energy effect. So a dhampir antipaladin cannot use it to heal itself as Touch of Corruption says "an antipaladin surrounds his hand with a fiendish flame, causing terrible wounds to open on those he touches" and "an antipaladin can use this power to heal undead creatures." As pointed out earlier, a dhampir is not an undead creature and Touch of Corruption is not listed as a negative energy effect. An undead race antipaladin could use Touch of Corruption on itself as a standard action and "heal" from that ability.

Now when a paladin or antipaladin are high enough level to channel positive energy or channel negative energy, respectively, then they could use that ability as a positive or negative energy ability, just not the Lay on Hands or Touch of Corruption.

I know I might be parsing words here, but it is obvious that neither of the abilities, Lay on Hands or Touch of Corruption, say that they are positive or negative energy effects and there has been almost a decade in which they could have received an FAQ so I am assuming the developers want to keep it that way even though it has odd circumstances resulting from those omissions.

Am I too far off here or right on base? I also realize it could be a RAW versus RAI issue, but then that leads to other questions like could a dhampir antipaladin use Touch of Corruption as a swift action to heal itself, etc.

Thanks!


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Shadrayl of the Mountain wrote:
Last thing I saw, they haven't decided yet if it will be available for pickup. I wish it would be, so I can get everyone to sign it. I usually see all the big names of Paizo at some point in the con.

Yep, I see Jason Bulmahn there every year in the Paizo store and chat him up about all things Pathfinder. I also love it when Wayne Reynolds is there with all of his AMAZING artwork...


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No official (or unofficial reply) so should I just send this question to customer service? I was hoping we might get a decision on how it would be possible to pick up pre-orders at Gen Con with our subscriptions without having to rush the Paizo booth on Thursday morning in the hopes of getting the playtest material...


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Pathfinder Adventure Path Subscriber; Starfinder Charter Superscriber

Regarding who is in charge, I so miss the days of a little mystery and power in the DM.

From 3rd edition on it seemed like I got more, how is that happening or can he do that or the rules say...

I have done it myself as a player and I do love more codification of rules and streamlined play. However, I often pine for the days when a DM made a call and it was not instantly challenged from multiples sides. Sure I want to DM fairly, but even I make mistakes or have to play the hand dealt me in a published adventure. Maybe it does not all make sense, but just put it down as “magic” is how they did that and no I am not going to reveal all of my secrets behind the screen here.

I think it is important to be fair to players and make sure first and foremost that everyone is having fun. That includes the DM and when every rule is spelled out with exacting detail and reviewed by rules lawyers at every turn, it becomes less fun to run a game.

So I hope the balance is there a little more than it currently is between a set of rules that everyone clearly understands and the right of the DM to ad lib from time to time for the sake of the game.

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