Kusari-Gama Monk

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Goblin Squad Member. Organized Play Member. 3,053 posts. No reviews. No lists. No wishlists. 2 Organized Play characters.



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We recently started up campaign of Reign of Winter. The GM actually ran an introductory module for us, as he put it, the AP is 'quite challenging' and getting us to 2nd level would actually be something we might need.

Before I get into my build, I should probably describe our party a bit. Besides myself, we have:

Verminus Hunter/Witch (will focus on Witch)

Rogue (has said will not focus on combat, more on skills in between combat)

Cleric

Ranger (not sure which combat style, but we think she wants to do ranged)

We did talk a bit after the first session (module) and several of us came to the conclusion it would be a good idea to have 2nd front-liner. Even the Cleric, who could be one, is going towards the medium armor route with a 13 Str.

We did speak to our friend who plays the Ranger and asked what combat style she wants to do and she was leaning towards ranged. But after our discussion of needing a 2nd front-liner, she said she could be willing to go TWF. I did suggest there are other combat styles she could look at, as well.

The thing is I don't know if she really wants to play a melee Ranger as she's always been one to hang back for combats, doesn't like to get into the thick of it.

We have made do in other campaigns in not having quite a balanced party, but I will admit, having a 2nd front-liner would not only really benefit the party, but also would work well with my character.

Ok, should post my build now. As the subject line says, I am a straight Fighter (no archetype) that is going down the Tower Shield route using the Mobile feat-line and also Tower Shield Specialist. Here is my build:

Str. 18
Dex. 14
Con. 14
Int. 12
Wis. 10
Cha. 8

Trait: Armor (Shield) Expert (DM is allowing me to use a shield version for Armor Expert)

1st – Combat Reflexes, Shield Focus, Mobile Bulwark Style
2nd – Bodyguard
3rd – In Harm’s Way
4th – Mobile Fortress
5th – EWP: Fauchard
6th – Shield Brace
7th – Mobile Stronghold
8th – Tower Shield Specialist
9th – Improved Critical: Fauchard, AWT: Armed Bravery
10th – Tidal Swiftness
11th – Pin Down
12th – Stand Still
13th – Warrior Spirit, AWT: Fighter’s Reflexes

I understand this character is going to be more of a control Fighter than an all-out damage one. I did think about taking the High Guardian archetype, but didn't like the limit of Bodyguard and In Harm's Way for only my Obligation. Never mind it forced me to push out a couple feats later on.

Just looking for suggestions. One thing I am concerned about is will I be doing enough damage? Between my Str+Weapon Training+Weapon enhancement damage?

I know my character is really focused on control, but I also still want to deal enough damage to be worthwhile at higher levels.

I've debated on switching out the Bodyguard and In Harm's Way feats, one of them for a Power Attack. Originally I had a Nodachi instead of Fauchard, but felt the Reach would be worthwhile for the EWP feat.

Many of my feats are locked, like the Mobile line, Tower Shield Specialist, Shield Brace, Shield Focus, Combat Reflexes (doesn't have to be 1st level), but the others I am open to suggestions. And I really don't want to go to an archetype as I want to keep both Armor Training (actually this is a necessity) and Weapon Training.

Any help is appreciated!


We are starting the AP Reign of Winter in the near future. We have pretty much have the bases covered except a Fighter-type. I am ok with this, as I don’t play fighters too often so it would be a good change of pace.

But I’ve been pretty torn as I haven’t been able to decide what to play, where I then saw the Tower Shield Specialist archetype. In the past, I’ve never been a big fan of Tower shields just for how cumbersome they were, and I thought the ability to provide full cover was not worth the ACP, but I love the TSS. Definitely has a lot of tanking potential and I think it could be a lot of fun.

I’ve just barely started to put my character together, this is what I have so far:

Human

Str 18
Dex 14
Con 14
Int 12
Wis 10
Cha 8

Traits: Armor Expert & Indomnitable Faith (otherwise I have a 0 Will save)

Feats: 1st EWP: Bastard Sword, WF: Bastard Sword
2nd Power Attack
3rd Shield Focus
4th Weapon Specialization
5th Armor Focus: Full Plate

This is what I have so far, and is tentative and open to suggestions. Well, with maybe the exception of the EWP, unless someone else has another weapon suggestion, instead. But I really don’t want to go down the Shield Brace route.

I do like the tanking/high AC potential of the TSS, but what concerns me is the damage. I want the enemies to want to hit me, not ignore me.

What I’m really looking for is suggestions on making it a viable offensive character, as well. Not just a turtle.

Any help would be appreciated.


I have a 7th level Titan Fighter in PFS.

Under the archetype, the first ability is Giant Weapon Wielder:

Quote:
At 1st level, a titan fighter can wield two-handed melee weapons intended for creatures one size category larger than himself, treating them as two-handed weapons. He takes an additional –2 penalty on attack rolls when using an over-sized two-handed weapon.

As a point of reference, the original text on using an over-sized weapon:

Quote:
Inappropriately Sized Weapons: A creature can't make optimum use of a weapon that isn't properly sized for it. A cumulative –2 penalty applies on attack rolls for each size category of difference between the size of its intended wielder and the size of its actual wielder. If the creature isn't proficient with the weapon, a –4 nonproficiency penalty also applies.

However, I also have the Giant-blooded trait:

Quote:
When you wield a weapon that is larger than your size, the penalty on attack rolls for using inappropriately sized weapons is reduced by half. In addition, you gain a +2 trait bonus to your CMD against awesome blow combat maneuvers. If you’re a dwarf, your stability racial trait applies to awesome blow combat maneuvers as well.

My question is, does half reduction from the Giant-blooded trait apply to the entire -4 penalty for using inappropriately sized weapons, or does it apply to only the original -2 penalty?

Since the trait reads specifically "for using inappropriately sized weapons", I have been playing my character with the trait only taking off from the original -2 penalty, not the additional -2 from Giant Weapon Wielder. But should it have chopped the -4 in half from the get-go? Which would give me no negative now.


I just made Mythic in a home campaign and chose Dual Path for my feat. The two paths I chose was Trickster and Genius (out of Legendary Games Mythic Hero’s Handbook-GM is allowing these books).

After we left the session, a friend of mine brought up a question. But if I want to for example take Fickle Attack which is a 3rd tier path ability under the Trickster, do I need 3 tiers of Trickster, or is it just 3 mythic tiers of combined paths? In this example, Genius and Trickster?

It does say on the headline “3rd Tier Trickster Path Abilities”. But I would figure it would make it extremely difficult to take the higher path abilities from either path you choose.


I noticed on Warhorn that the events and GMs are set for Scotty’s this year, is there any idea yet, or announcement made, on when sign-up will be?


I did a search for this and didn't see anything on it. But my question is using the boon Research Specialist and magic item Tome of Clear Thought together.

With Research Specialist, if you complete it, you will gain a +1 Inherent Bonus to Intelligence. The Tome of Clear Thought also gives an inherent bonus to INT.

My question is, if you complete the boon and then buy a Tome of Clear Thought+1, will you be able to stack them even though they are the same bonus?

If you did it the the other way, I can't see the powers that be tell you no on the bonus of the boon just because you already purchased a +1 Tome, so I wasn't sure if you would be able to do so the other way (boon then Tome). Has there been a ruling on it at one point?


Well, I've actually already built him, he is for PFS. I have a pretty good focus on where I want to go with him, but mainly looking for suggestions on how to raise my CMB, whether through magic items or otherwise.

Shamus Xavier Zhorg

STR 18
DEX 14
CON 14
INT 10
WIS 12
CHA 8

A little backstory on him. He has the Giantslayer trait from the Giant Hunters Handbook (yes, I have the boon), so he is a larger than normal human. 6' 10", 365 lbs, flaming red hair and extremely large hands and wields a Large-sized Greatsword.

For how big he is, and how effective a fighter he will be, his first love, and eventual goal, is still retiring from the now necessary adventuring life and open up his own store. He is of course Exchange faction, and even took Skill Focus: Merchant, as one of my 1st level feats. Here is what my feats look like so far:

1st Skill Focus: Merchant
Weapon Focus: Greatsword
2nd Combat Reflexes
3rd Power Attack
4th Furious Focus
5th Improved Overrun
6th Vital Strike
7th Charge Through
8th Improved Critical: Greatsword
9th Greater Overrun
10th Greater Weapon Focus: Greatsword
11th Improved Vital Strike

What I envision my character in combat is very much like Juggernaut in X-Men. Due to the minuses I am taking with wielding a Large-sized greatsword and through my archetype, he is mainly going to be a first attack offense. Charge (overrun) and attack, attack once and move, and so on. There may be times I stay in one place for more iterative attacks, depending on the situation, but it will be the exception not the norm.

Yes, I know there are better overrun builds, especially in using a Barbarian, but this isn't focused solely on overrun as indicated in my other feats.

What my main question is what methods are there for me being able to raise my CMB, looking mainly through magic items? Right now I am looking at around +21 at 9th level (depending on which items I have), and I know that just isn't going to be enough, especially considering I need to beat their CMD by 5 to knock them prone. I am relatively set on my feats, unless I hear something that would be clearly better. But I do want to stay with the Vital Strike route, as well. Also, would you recommend a better order for the feats that I have? I had Weapon Specialization in there for the longest time, but just couldn't find the space to keep it in. I projected I will be doing in the area of close to +20 (at 9th level and with Power Attack), so I figured losing the +2 would be an acceptable loss.

Thanks for those taking the time to read and any suggestions would be much appreciated. :)


Are the Campaign traits in the Players Guide section of the Giant Slayer’s Handbook (pgs. 30-31) legal for play?

Under Additional Resources, it doesn’t address this section of the book at all. It does not say these traits are legal, but it doesn’t indicate they aren’t, either.


I have a 1st level Oracle Aasimar. He is legal, I gained his first experience point before the race was banned last Gen Con.

My question is, I would like to rebuild him into an Arcanist. Since I am already an Aasimar legally, can I keep him Aasimar when rebuilding him into an Arcanist?


I have been attending Gen Con for many years and the Paizo booth has been one of the few booths I've made multiple visits (and purchases) over the years.

But I was a bit distressed last year that it became very difficult to gain access to the booth, that a line needed to be formed 'outside' of the exhibit hall and it was never a short line to get in.

Now in a sense it is nice to see that Paizo has gotten to be so popular where it may be necessary, but also frustrating as I wasn't able to visit the booth for that short amount of time I sometimes had between events.

Does Paizo have a larger booth this year where it will be possible to just walk into the booth openly like prior years, or will there be a line done again like last year?


I remember a few sets ago we had gone down to mid-fifties on the amount of minis per set, but the same number of miniatures per case.

Does anyone remember what the common-uncommon-rare distribution for each miniature in the case is? WhizKids has always done a good job in giving very close to a full set (I’ve only ever once missed one mini in a set from a case).

For each mini in the set, is it normally 6-7 each for commons, 3-4 each for uncommons and 1-2 each per rare? Or are my numbers off on that?


In one of my home campaigns, my GM is in the process of going mythic with us. I am playing a Mindchemist, and trying to decide my best mythic path option.

From looking over Mythic Adventures in the past, it appears Trickster seems to be the best option for me, but I was wondering if I am maybe missing something and anyone else has any other suggestions. I really like Assured Drinker, Mirror Dodge and Fickle Attack. I also really like the option of Path Dabbling (was thinking Limitless Range).

Another question I have is can the Mindchemist (Alchemist) use any of the Mythic Spellcasting path abilities/feats? Or are the extracts not considered as spells?

Any suggestions are appreciated.


Under Adjusting Character Wealth by Level in the Ultimate Campaign book it indicates:

Quote:

You can take advantage of the item creation rules to hand-craft most or all of your magic items. Because you've spent gp equal to only half the price of these items, you could end up with more gear than what the Character Wealth by Level table suggests for you. This is especially the case if you're a new character starting above 1st level or one with the versatile Craft Wonderous Item feat. With these advantages, you can carefully craft optimized gear rather than acquiring GM-selected gear over the course of a campaign. For example, a newly created 4th-level character should have about 6,000 gp worth of gear, but you can craft up to 12,000 gp worth of gear with that much gold, all of it taking place before the character enters the campaign, making the time-cost of crafting irrelevant.

Some GMs might be tempted to reduce the amount or value of the treasure you acquire to offset this and keep your overall wealth in line with the Character Wealth by Level table. Unfortunately, that has the net result of negating the main benefit of crafting magic items—in effect negating your choice of a feat. However, game balance for the default campaign experience expects you and all other PCs to be close to the listed wealth values, so the GM shouldn't just let you craft double the normal amount of gear. As a guideline, allowing a crafting PC to exceed the Character Wealth by Level guidelines by about 25% is fair , or even up to 50% if the PC has multiple crafting feats.

I’m assuming the additional 25% is at full value of your items, not with what you paid for in making them half-cost?

And that brings up the other question, since you are receiving an additional 25% more than party members (who don’t have an Item Creation feat), are you able to still make items at half-cost, as well? Or is that additional 25% the benefit you are receiving instead?

How I read this is I am able to make the magic items at half-cost, but when I add up my items for WBL they are calculated at full cost for my additional 25%.

Am I interpreting this correctly?


I am starting in a new home campaign with an Alchemist and trying to figure out how quickly I can make alchemical items at a (relatively) lower level.

In my example, let’s say I’m a 6th level Alchemist with the Master Alchemist feat and Swift Alchemy.

I decide I want to make Alchemist Fires to try to restock as much as I can, as I went through 8 of them in our last adventure. However, it needs to be fast as we only have a day of downtime. My bonuses are: +5(INT)+12 skill (including the Alchemist ability of +1 a level)+3 class skill+2 Alchemist’s Lab = 22 total.

As it’s only a day I have, I divide the result by 7. And again, since it needs to be quick, I add +10 to the DC, which would make it 30. To keep this simple, I take 10, so my final result is 32. 32x30=960. I divide by 7, which comes out to 137 GP (rounding down). Due to the fact I have Master Alchemist, I do not need to turn the gold into silver, so since an Alchemist Fire is only 20 GP, I rolled high enough to make 5 of them.

Now my question is, where does Swift Alchemy come into play? It says it takes half the time to make items, so does that mean I was able to make 10 of them for that day?

The numbers I have given here, are they correct? If not, how should it be figured out?

And the big question is, are you able to craft more than one item in a day without Instant Alchemy? I would like to think you can, since you can divide the result into daily (instead of a week).


Please, anyone who has not played/ran Destiny of the Sands Parts 2 or 3, do not read forward, as there will be spoilers.

Tomorrow I am going to be playing part 3 and I have a question on one of the abilities from

Spoiler:
the chronicle sheet Mythic Power 2.

Mythic Power 2 wrote:
Legendary Magic: As a swift action, you can expend one use of mythic power to cast any one spell without expending a prepared spell or spell slot. The spell must be on one of your class spell lists and must be of a level that you can cast with that spellcasting class. You don't need to have the spell prepared, nor does it need to be on your list of spells known. When casting a spell in this way, you treat your caster level as 2 levels higher for the purpose of any effect dependent on level. You can apply any metamagic feats you know to this spell, but it's total adjusted level can't be greater than that of the highest-level arcane spell you can cast from that spellcasting class.

I am playing an Alchemist, and as I know Alchemists can benefit from other certain mythic 'spell' path abilities or feats, but can they also benefit from Legendary Magic?

I can see why some would argue you can't, as you haven't prepared the physical extract and you would just be pulling it out of thin air, but then you are basically doing the same in regards to casting a spell when using this ability.

I put this in this forum, as I wanted to see what GMs (who have ran/read these scenarios) would say on the matter.

Either way, I do plan to approach my GM at the table tomorrow before we start.

Any input would be appreciated. Thanks.


I just found out last night that I may have a 6th player in my group. Originally I was going to stay with 20 point buy and maybe add (smaller)creature in each combat.

But having 6 now, what do you recommend on adding to make it more challenging? Should I lower it to 15 point buy? The only thing is with the 6th player, I don't know how consistent she will be on making it to the sessions. I don't want to make it 15 point buy and then have it hurt them when she isn't available.

For the first goblin encounters, I am thinking adding a couple of base goblins in the first one, maybe an additional Warchanter for the second and debating on an extra goblin commando for the third. What do you think?

And is there some kind of rough formula I can use to determine on what should be added?


I am going to be running RotRL in a couple of months and there at least a few of the locations that I would like large battles maps. I’m looking at probably at least 24”x30” as of course I would need 1” squares.

Will the Interactive Maps supplied through the PDF work for this? How would I scale them up to the size I needed? And are these maps scalable?

And finally, what other options do I have if these do not work? I know of the Community Created Stuff thread, but many of the links are broken. Our gaming group has a good collection of Dwarven Forge tiles, so I’m going to try and use as much of that as possible, but dungeons that have awkward layouts I’ll go to a map if I can. The first one I’m looking at is Glassworks and then the ground level of Thistletop (with bridge and trees).

Any help would be appreciated. Thanks.


I have read more than once on different threads that an Alchemist cannot use Precise Bombs to negate squares affected by the AoE bombs such as Stink, Inferno, Poison or Plague Bomb. But what about Tanglefoot or Blinding Bomb?

Precise bombs: Whenever the alchemist throws a bomb, he can select a number of squares equal to his Intelligence modifier that [b wrote:
are not affected by the splash damage[/b] from his bombs. If the bomb misses, this discovery has no effect.

So am I reading that correctly in that Precise Bombs would negate the splash damage, but it would not stop the entangled or dazzled effects?


I can see many of you going “Yes!” But I really am torn.

I can certainly see the benefit of Stink Bomb, having your enemy (or enemies) nauseated is downright awesome. However, what’s not so awesome is nauseating your party members.

It would be one thing if I played my Alchemist in a home game. I could devise a strategy with my friends that we would use from session to session. But as my Alchemist is for PFS, it is a lot more of a hassle. Most times will have completely new parties, and having to say “I’m an Alchemist with Stink Bomb” and having to explain strategy each session is a bit of a pain, nevermind some may not even like having to deal with it.

What do you (the consensus) suggest? Is it worth it getting Stink Bomb, even with the drawbacks? If so, how do you suggest handling it? One thing I thought about was making Antitoxins and handing them out at the beginning of the scenario to party members who have poor Fortitude saves. Although that of course comes out of my pocket and can add up, even with 1/3 the cost.

What does everyone think? Is Stink Bomb worth it? And if so, do those of you who have played Alchemists, and have taken Stink Bomb, have tips on how you’ve handled it?


I played my 2nd level Alchemist in a Society yesterday at my local store and had a bit of a unique and confusing situation pop up and wanted to ask the rest of you on how you would rule it. The GM made a ruling on it, but I don’t think he was even positive on how it worked. Fortunately no one was killed from what happened.

I won’t bring up the scenario, as it’s not really relevant, but basically we were at the final battle of the scenario and also were in a tight room with three of the enemies. In a 3 (square) x 6 room, there were probably only 5 squares that were free.

I had Targeted Bomb Admixture in effect, and for those of you who do not know, when throwing my bombs, they give no splash damage. However, the damage from my INT modifier is doubled. I threw a bomb and it missed, so the GM rolled deviation, and it landed directly on a fellow party member.

Now, ‘Throw Splash Weapon’ indicates that with a miss, the square where the splash weapon deviates to, including the surrounding squares, are all splash damage. But since Targeted Bomb Admixture says it deals no splash damage, how does that work?

The GM thought about it for a minute and ruled that only the square where my bomb deviated to would be affected (due to my extract), which again, was a party member. However, the GM said he would get a Reflex save for half, as it was splash damage. I then brought up if I could use Precise Bomb to negate the damage. The GM thought again for a minute, but then said no, as he believes that needs to be decided before the bomb is thrown, although RAW is not clear on this as well.

Our party member ended up taking 9 points of damage (he failed the Reflex) and went negative. I felt quite bad at this point. But fortunately, he ended up surviving as he had Infernal Healing cast on him right afterwards. If that did not happen, I would have gone next to one of the enemies to use my CLW on him. I’m just glad he was ok in the end.

But to the all of you, how would you have ruled on this?


I have an Alchemist in PFS, and he is only 2nd level right now, but I am doing some long term planning for him.

Right now I am debating on what armor I want for him in the future. The MBP is significantly cheaper and is lighter, but the Celestial Armor will give me a higher AC down the road, as not only do I doubt I will get a +3 enhancement bonus on my MBP, but I will be able to raise my DEX higher because of the higher max DEX allowed for the Celestial Armor.

Another factor is using a mutagen, which would give me a +4. Right now my DEX is a 16, so if I ever decided to raise my DEX with a magic item, the effectiveness of the mutagen would be less effective (or not effective at all) due to my max DEX only being a 20 for the MBP.

Nevermind it would be nice having Fly once per day. However, the Celestial Armor of course is a significant investment.

My question to all of you, do you feel the extra investment of Celestial Armor is worth it? Or especially in PFS?

Suggestions are appreciated.


From my understanding, you are able to take your character beyond 12th level, but your options for scenarios/modules are limited.

In fact, from what I remember reading, you actually need to take very specific choices in your games so you are not prematurely cut off from options. Like the retirement arc scenarios, I believe you need to start that at exactly 33 XP.

But my real question is, do you basically need to make a choice with what character you want to proceed beyond 12th? I am assuming you cannot replay scenarios/modules for credit beyond 12, just like at lower level. So if you choose the retirement arc scenarios for one character, you cannot take it for another.

Or are there more options in going beyond 12th level than I am thinking with multiple characters?

I just don't want to cut myself off with future characters in raising them to high level if I want to. I like my Ranger (my current highest level character), but I also love my Alchemist and don't want to close off avenues for him if they are already taken for my Ranger. Although I would really like to take them both to high level if at all possible.

Is it possible?


1 person marked this as FAQ candidate.

The PFSOP indicates that as long as you have a home base, you can purchase an Alchemist’s Laboratory. However, it doesn’t specify what the stipulations are in having a home base.

The closest I’ve seen in regards to official is on a search I found a poster had made reference to Mike (or Mark) indicating that all Pathfinders have a place to free place to stay at their lodge, but the poster could not give a link to the post by Mike or Mark on the subject and I could not find anything on it when doing a search.

On another thread, someone indicated that the Artisan Shop vanity should be enough to justify a home base. But again, it was not something that has been stated officially. And to be honest, I’m not sure I want to spend 5 PP for that.

I just want to avoid any confusion or the dreaded ‘varied by table’. If the official ruling is no, I’m ok with that, at least I know where I stand. I just don’t want it be no because it is a gray area and therefore you need to assume the worst.


I am in the process of making a second character for PFS, which will be an Alchemist.

Right now my build is nothing original, was going to go with your standard Point Blank Shot, Precise Shot, Precise Bombs, etc.

But I am really wrestling right now on what race to start with. I am going back and forth between Elf or Tiefling. Both give the attribute bonuses to the two stats most important to me, but it’s the other aspects which have me torn. I like the Elf because of not only it’s racial traits (immune to Sleep, +2 against Enchantments) but I also really like the given weapon proficiencies, as well. I know bombs do not last forever, and there will be times I just can’t use them, so I like to have the back up of a bow, and prefer a composite longbow over light crossbow as I plan to have a Tiefling with at least a 13 Str.

But I like the Tiefling because the -2 goes towards Charisma and not my Constitution as well as the favored class option. But then I have to go with a light crossbow, which I would have to burn an extra feat towards Rapid Reload down the line.

How important would you say it is on which bow you have? Am I concentrating too much on that? If I am, then what do you consider as good back up option than bombs if run out of them/go against a creature they are not effective towards?

Here are my builds for the two races:

Elf
Str 13
Dex 16
Con 12
Int 16
Wis 12
Cha 10

Tiefling
Str 13
Dex 16
Con 14
Int 16
Wis 10
Cha 10

I know some are thinking I should put my points into Wisdom instead of Strength for my Tiefling, but I do not like tanking out my Str. as I always have carrying capacity issues. And I am also planning on taking Indomitable Faith with my Tiefling so I have some sort of Will save.

Any suggestions and ideas are appreciated. And please feel free to be critical, but if you do so, please say why and what you would suggest instead.

Thank you!


This is my first time going to Paizo Con and therefore first time using the Lottery system. I’m assuming the area where it has “Your Preference” with the numbered boxes indicate the lower numbers (higher preference) the lottery will look for first when going through your chosen events?

And if you leave a “0” for an event, the lottery takes it as you are not trying to sign up for it?

Also, are you able to choose more than one event as a “1” preference? I didn’t think so, but when two events showed as “1”, I was a bit surprised.


It is stated in the rules that you may not sell items to other players, however, you can let them borrow or use (consume) one of your items.

I can certainly understand not selling items for profit (increased cost), but why can’t you sell an item to another character at book cost?

I am not talking about wearable items, but mainly consumables. I know more than once it has happened in a scenario where one of the other party members has needed a potion of CLW (CMW) or a toxin.

I am one of the first players who would be willing to use my wand or dump a potion down someone’s throat if it is needed. That is part of what teamwork is, but why can’t the party member be reimbursed for it?

I can understand not being reimbursed for wand charges, that’s just how it works out and is getting a bit nit picky on each charge in regards to gold, but I don’t see why you can’t be reimbursed for singular items like a potion, toxin or consumable item in general.


How willingly do all of you spend your PP?

I’m 3rd level (7 EXP) and currently have 8 PP and have spent three so far (11 Fame), where a friend of mine has 17 Fame and hasn’t spend any PP.

Do you think it’s better to hoard them, spend them sparingly, or are there those of you who is 10th level and have spent a majority of your PP?

What is your recommendation on saving PP?


6 people marked this as FAQ candidate. 1 person marked this as a favorite.

The text for the Efficient Quiver states:

Quote:
It has three distinct portions, each with a nondimensional space allowing it to store far more than would normally be possible. The first and smallest one can contain up to 60 objects of the same general size and shape as an arrow. The second slightly longer compartment holds up to 18 objects of the same general size and shape as a javelin. The third and longest portion of the case contains as many as 6 objects of the same general size and shape as a bow (spears, staffs, or the like). Once the owner has filled it, the quiver can quickly produce any item she wishes that is within the quiver, as if from a regular quiver or scabbard.

Now please bear with me on why I am posting this in Pathfinder Society, instead of the Rules section, but the reason will be made clear in a moment.

My question is, are you able to put arrows in the other two compartments as well, and pull them out in the same manner as you would in the named (60) arrow compartment?

I have checked the FAQ for clarification (there is none) and have done a search on posts to see what others have said on the matter, there have been varying opinions, but in the end it says “DM’s decision”.

My problem with this, and why I have posted this here, is because this is for my PFS Ranger and I could varying rulings, from different GMs, from one session to another.

So I ask the PFS GMs, what is your consensus on this situation and how would you handle it?

I will be going to PaizoCon and then GenCon in August using my PFS Ranger, so I could very likely be at one of your tables. :)


This is my first PaizoCon, and I would think PFS events would be easy enough to get into, but I’m not sure how much in demand they are.

I know at GenCon they sell out unless you are lucky enough to get in with a generic. Yes, Paizo always does a great job getting generics in, but it’s still more demanding that I would prefer, so I always want to get the actual event tickets.

Are PFS events easier to get into at PaizoCon? Can I walk up to the PFS area and immediately sign up for an PFS scenario? Or is it luck of the draw with PaizonCon’s version of generics?

One of the reasons I am asking is event sign up for GenCon is this week, and I have picked my PFS events (for my wishlist). I am trying to coordinate in not having the same scenario for my character (as I know it is not allowed) between the two cons.

Yes, I could start up a new character, but I am actually trying to catch up to a friend of mine who is 3-4 experience points ahead of me, he will be going to GenCon with me and I would like to be even with him, or at least close.

Of course if I die, the point is all moot, anyways. :)


I apologize if this had been brought up before, but I did a search on this and nothing had come up.

Advanced Race Guide wrote:

See in Darkness-Prerequisites: None; Benefit: Members of this race can see perfectly in darkness of any kind, including that created by spells such as deeper darkness.

The way I read this, there is no limit on vision, like there is with Darkvision. You can see as far out as line of sight, just like it works in daylight. You also see in color, as well.

Our DM agrees with this reasoning, but I will admit, there is part of me who feels this is extremely strong. But I think the main part I feel it works this way, and our DM agrees, is because of the 'you can see perfectly in darkness of any kind.

Do you agree? If not, how do you rule this at your table?


I know there was at least one in 3.5, but are there any magic items in Pathfinder that give a bonus to your spell penetration?


I was looking over the Ultimate Equipment again last night and noticed for the first time that under the Headband of Vast Intellect, that any of these found, the DM should roll randomly between all of the knowledges for the skill(s) that would be on the headband.

For awhile now I have been planning on crafting one of these headbands (just have been saving up the funds for it). But I had planned on putting Perception in my headband.

My question is, is that not really what is intended for the headband? Is it supposed to be only knowledge based skills?

Yes, I’m aware it’s really up to my DM in the end, and it sounds like the knowledge based skill(s) are only the case when actually finding the headband as loot, but I know when my DM sees that last line under the item, he’s going to want to go by the book and give only knowledge based skills to craft into the headband.

If that what he rules on, then that’s what it is, but I really think it would make the headband pretty limiting.

To the DMs, how do you run it in your party?

Goblin Squad Member

I was reading over the Goblinworks blog in regards to merit badges and I just wanted to see if how I am reading it is how everyone else understands it.

Ryan Dancey wrote:
In the tabletop Pathfinder RPG, you earn the benefits of a level all at once as you hit an experience point threshold. In Pathfinder Online, we've turned the system on its head: instead of using experience points as a prerequisite for improving in a skill, improving skills are part of the prerequisite for gaining new abilities. Your character must earn all the things needed to qualify for a new "level," and then you're rewarded with a special bonus. If you want to be a better rogue, you do roguish things and train roguish skills, and at a certain point, you receive a special merit badge recognizing a development milestone, rewarding you with a benefit for your persistence. Like class levels in the tabletop game, there will be 20 of these rewards available for each class type, creating a way to simulate a 20-level progression within our uniqusystem.

From how I read that is there will be a total of 20 merit badges, and that's it, but when speaking with friend on the subject, he feels there will be merit badges when you develop far enough in a skill, AND a merit badge for each ‘class’ level on top of that.

I do hope it is more along lines of my friend said, as we will receive more rewards/merit badges that way, but I am not so sure it will work like that.

What do the rest of you think?

Goblin Squad Member

There has been threads on character creation, many on PvP, what the economy should be like and the differential of PFRPG to PRO. However, there have been no threads on skills. Or if there have, I have missed them.

Granted, we haven’t been told a lot about them, but that’s why I started this thread. I am curious to see how you think they will be handled, or, how you want them to be handled.

The blog establishes that skills are based on an archetype, which are similar to the classes from the Core Rulebook. Each archetype will have it's own skill tree.

In a sense, this sounds similar to EVE. Where even though I have not played it, I have been told that is EVE has thousands of skills that are super specialized. And each of those skills build onto higher tiers that have even more skills.

I am guessing PFO will work similarly from how the blog describes:

Goblinworks blog wrote:


improving skills are part of the prerequisite for gaining new abilities. Your character must earn all the things needed to qualify for a new "level," and then you're rewarded with a special bonus. If you want to be a better rogue, you do roguish things and train roguish skills, and at a certain point, you receive a special merit badge recognizing a development milestone, rewarding you with a benefit for your persistence. Like class levels in the tabletop game, there will be 20 of these rewards available for each class type, creating a way to simulate a 20-level progression within our unique system.

To me, it sounds like “levels” (and where you earn a merit badge) could be similar in how the tiers work in EVE.

But another question, and one important to me as I plan to play a crafter, but will crafting have it’s own archetype? ‘Crafter’ is not a class from PFRPG, so it can’t fall under the examples of the archetypes (Fighter, Wizard, Cleric, etc). I’m assuming (hoping) a crafter will have his own tree of skills.

How do you think skills will work? Do you feel they will work differently than what I indicated? How do you hope they will work?

And Ryan, if you wish, please feel free to put forth any comments (or information). :)


Yay, another goblin, you can never have too many goblins!

Goblin Squad Member

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I had read this on Goblinworks site in the FAQ:

Goblinworks FAQ wrote:

Will PvP (player-vs.-player aggression) be allowed?

Characters will be able to attack rival characters in most parts of the game world. In many circumstances, though, unprovoked aggression may carry severe in-game penalties.

I have debated on trying out Pathfinder Online (when it is released) but this actually kind of concerns me. The impression I get from reading this is that PvP is going to be very much part of the game, whether you want it or not.

I've never been a fan of PvP, and the MMOs I've played I have always played on non-PvP servers.

I was hoping PFO would have something similar, but it doesn't seem like this will be the case. I know it's early, and I don't know how it will work yet exactly, but the last thing I want is someone being able to attack me, I would much rather only deal with PvE.


The way our group has always played Permanency is that all spells that are made permanent are susceptible to Dispel Magic, whether it is made permanent on yourself, someone else or an object.

However, I saw this at the end of the Permanency spell:

Pathfinder SRD wrote:


Spells cast on other targets are vulnerable to Dispel Magic as normal. The GM may allow other spells to be made permanent.

Does that mean only spells made permanent on other people (than yourself) or objects are susceptible to being dispelled? Or can spells made permanent on yourself (on the caster) be dispelled, as well?


5 people marked this as FAQ candidate. Answered in the errata.

The rules are pretty clear that when a spontaneous spellcaster attaches a metamagic feat to a standard action spell, it becomes a full round action.

However, how does that work with Cold Ice Strike (I don’t know of any other swift spells)? Does it also make it a full round action? Does it upgrade one step up (i.e. a standard action) or does it not change the casting time at all?


Some of you may have seen my help thread in 'Advice' on my 5th level Sorcerer. I had asked suggestions on my feat selections.

Several had said to cut down on my craft feats, and the Fighter/Ranger had offered taking Master Craftsman and would take over the Craft Magic Arms and Armor, which I originally planned on taking.

My question is, he only has Craft: Armorsmithing. Does that mean he can only make magical armor? Or does he also get the benefit of the "Arms" portion of Craft Magic Arms and Armor, as well? As the feat covers both?


I am a 5th level Sorcerer with the Arcane bloodline. I have planned out my feats until 20th level, but was looking to see what others felt on my choices, and what suggestions you may have.

A little backstory. We are a monster group (Hobgoblins) that was driven out of our lands in the north from a powerful orc leader (BBEG). We have now established a small, hidden community, and being monsters, cannot go and buy items like normal (magical or mundane), so we have had to become self sufficient. We have established some ties with other nearby settlements, including attaining an ally in a relatively high level Paladin of 10th level (too long a story to tell here). But for the most part, we are on our own.

We have all the crafting and profession skills that are needed to build, repair, hunt and basically survive on our own. The land we live on is a relatively large continent (think Australia) completely surrounded by water, so we also do seafaring adventures, and even have our own keelboat now. But we need to be careful and remain hidden, not only due to the strong orc leader is starting to exert himself in our area (same one that drove us out further north), but we have to watch out for the (somewhat) nearby human towns and patrols, as well.

And to be clear, we are not evil. We are a neutral faction that split off together when running from the strong orc leader. It is the only way we would have been able to make nearby allies, especially with the Paladin.

I will now show my build:

Str 14
Dex 12
Con 14
Int 12
Wis 10
Cha 19 (w/ +2 headband)

Spells

1st Level - Magic Missile, Colorspray, Sleep, Mage Armor
Bloodline Spell: Identify

2nd Level - Glitterdust, Scorching Ray
Bloodline Spell: Invisibility

Feats

Due to the need for our self sufficient nature, I have chosen (and will choose) Magic Item creation feats. Therefore, I don't really want to switch these outs for anything else. Also, because I am of the Arcane Bloodline, I have decided to take a lot of metamagic feats to take advantage of the bloodline.

Metamagic feats are something new to me as I have never really used them before, so I thought it would be fun to try them out.

Here are the feats I have taken:

1st Deepsight
3rd Craft Wonderous Item
5th Craft Wand

Here are feats I am planning to take:

7th Craft Magic Armor and Arms, Still Spell (Bonus feat)
9th Empower Spell
11th Maximize Spell, Spell Focus (Bonus Spell)
13th Quicken Spell
15th Spell Perfection
17th Spell Penetration
19th Greater Spell Penetration (Haven't decided yet on bonus feat)

What I am asking is any suggestions, tips of other feats, keeping in the focus of my character that I have described. Or, if you feel the feats I have chosen are decent, please suggest if you feel a different order is more appropriate in how I choose them.

If you do suggest other feats, please, please suggest what feats you would replace them with. There are many feats I would like to take, but the difficult part is figuring out which ones to take out for the new ones. Right now I like my selection, but if you feel another feat is better, please suggest which one you would take out for it, and why you think the new feat would be better than it.

Finally, please do not suggest races, bloodlines or anything that I can no longer take or that is already established for my level. I appreciate it for future 'new' builds, but I am looking for suggestions on what race and bloodline I currently have.

Thank you to those taking the time to read! And thank you for any suggestions or tips. :)


I am playing a Sorcerer and decided to go down the Arcane Bloodline route. Due to the benefits of the bloodline, of course I am going to be taking some metamagic feats.

I have played my share of casters, but have never gone down the metamagic feat route before. Never liked adding levels to my spells before, would just prefer to cast the higher level spell.

However, I thought I would at least give it a try and see how I liked it. And especially since I chose the Arcane bloodline, it would be a waste not to (take Metamagic feats).

I am planning out my Sorcerer for his higher levels, and I am torn on Empower Spell and Intensified Spell. I am thinking of taking Empower Spell right now, and possibly adding Intensified Spell if we go Mythic level.

I like Intensified since it is only +1 to spell level, but you have to have that many spell casting levels for the added (5) dice. With Empower, you don’t need the additional spellcasting levels. It is also an additional 50%, not just 5 dice.

What I would like to do is take Empower now, and switch out with Intensified later on. But the only character that can ‘retrain’ feats are fighters, so that is out.

My question is, is it worth it to hold out for Intensified later on, when I have the spellcasting levels to use the additional 5 dice, or should I just take Empower now instead and forget about Intensified? Or finally, should I end up taking both?

Suggestions are appreciated.


I had the opportunity to look over the events for Gen Con this year, and will say I was very pleased on the PFS event selection.

I had heard the number of events (and the room) was increased quite a bit, but I did not have an idea it was that much. That is great!

I am hoping that on event sign-up day, it isn’t like last year. I was right there during sign-up and submitted my ‘Wish List’. My screen locked up with ‘Loading’ and when the screen finally came up, I was signed up for one of my events (had signed up for 5 PFS), the rest were all greyed out.

It did finally work out and I was able to get into the events, as Paizo did a great job in getting in people with generics, but I would like to avoid having to do that this year if possible.

So I am just saying I am hoping event sign-up doesn’t fill up as quickly, or is as crazy, as last year.


Has anyone else experienced when writing a post with multiple paragraphs that once you finally submit the post, it sometimes condenses the paragraphs together? There is no spacing between the paragraphs. However, if you go to edit it, it still shows the spacing between both paragraphs. I have found no workaround for it.

It is not a huge deal, I just thought I would throw it out and see if I am the only one experiencing this.


Our party just made 4th level in our last session. I am a Sorcerer, and I am debating on which 2nd level spell to choose. I am of the Arcane Bloodline, so I will pick up Invisibility next level as a freebie.

I am debating on Web, Glitterdust or Scorching Ray.

Suggestions?


I’m not really sure what forum this belongs, so I stuck it here as it deals with storing Paizo products.

But my question to the community, for those who purchase the GameMastery Map Packs and Flip Maps, how do you store them?

As you can see in my list of subscriptions, I have started up a GameMastery Map subscription, and am looking of a good way to store my Map Packs and Flip Maps.

I was thinking of putting the map packs in a clear sleeve, similar to how you store a comic book, but was hoping for something smaller, more akin in size to the actual map packs. But I am not even sure if something like that is made, and if it is, where you can buy them.

As for the flip maps, I guess I could store them on their own, just stacked on one another, as they are pretty durable, but if someone else has a better suggestion, I am certainly open to it.

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