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Organized Play Member. 1,209 posts (10,739 including aliases). 2 reviews. 1 list. 1 wishlist. 2 Organized Play characters. 23 aliases.

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So, something I have seen happen time and time again is that people tend to focus on the things we don't like. This is normal, and human.
The unfortunate side effect is that it can be rather emotionally draining as a creator to only see lists of things that people don't like about the creation you have spent days pouring your energy and soul into.

The purpose of this thread then is to give the designers a place to come when their betteries are drained, and get some positive feedback.
Beyond just that, it helps to know what people are enjoying, and liking, and why they are liking it, so you can give them more of it.

Lets keep this to a positive thread, and tell the designers what we are liking, and if you can explain why you like it that would be great too I am sure.


1. I really like the fact that so far the system just seems streamlined.
All the actions are the same action. There is no more remembering what my 7 different actions are and "Did I do my immediate action last turn? How does that effect my swift this turn again?"

2. The way feats seem to be working now.
I know some people don't like the fact everything is called a feat now, but lets not get into that. If you don't like it, find something to tell us that you do like instead :)
I really like that the terms have been grouped and the talk of nice easily searchable lists of the feats is really interesting. I love that feats seem to be focused on options now rather than just bonuses to things you could already do.

3. Ancestry as a whole intrigues me. I love the fact that it introduces a whole lot more variance into the races of Galorion. I also am loving the floating stat bonus we are seeing.

If you want some help tracking your kinetecist this might help

Kinetecist Spreadsheet

I am trying to decide how to add The double blast and quicken blast into the calcs effectively

Hi all

Let's try keep this simple.
I want to play more. Not via PbP. I have struck upon a solution.

An "Open-Table"
What this means is that anyone can join for any session they can make, and if they can't make the next session the game goes on regardless.
The goal is to make it more accessible, let people play if they can and not feel like they need to be committed to an entire campaign.

Before I go through the effort of converting the book into Pathfinder rules I want to see if there is enough interest to warrant the effort.

I am thinking of using roll20 and sessions will be whenever I feel like, or enough people want to play and I can GM, and we can get 4 players.

So... Say hi if you are interested

Hi guys

I hope this is the right place to do this.
We are all becoming rather concerned about a poster in one of our games.

They were posting pretty regularly until 29 Nov and there have been no posts on any of their alliases since.
Is there anything that can be checked from your side to find out if they are alright?

If there isn't I understand as well.


This Faq on Power Attack with a two handed weapon used in one hand saying you still get the 50% bonus from it being a two handed weapon, seems to be in contrafiction to this faq Stating that a two handed weapon treated as a one handed weapon does not gain the 50% bonus.

Faq1 wrote:

Power Attack: If I am using a two-handed weapon with one hand (such as a lance while mounted), do still I get the +50% damage for using a two-handed weapon?

Faq2 wrote:
Weapons, Two-Handed in One Hand: When a feat or other special ability says to treat a weapon that is normally wielded in two hands as a one handed weapon, does it get treated as one or two handed weapon for the purposes of how to apply the Strength modifier or the Power Attack feat? If you're wielding it in one hand (even if it is normally a two-handed weapon), treat it as a one-handed weapon for the purpose of how much Strength to apply, the Power Attack damage bonus, and so on.

So my question is, if I have a lance, while mounted, do I get the bonus or not?

Faq 1 says yes I do, but faq two says "(even if it is normally a two-handed weapon), treat it as a one-handed weapon".

So what am I misunderstanding?

Hi Guys

Another typo on this one.
First two words on the third paragraph. "Applied Vecors" There is a missing 't' in 'vectors'

Typo in the first line: "first Starfinder Adventure Pathand"
I am sure there should be a space there.

Besides that these things are awesome

I am trying to figure out a good way to get into this PrC.

I want to somewhat specialise in archery and take advantage of the Str to to hit aspect.
To do this I either need to go ranger so I can completely dump dex and get manyshot at ranger 6 before going into Sanguine Angel.

The other option is to go Fighter and actually have a dex high enough to pick up manyshot later.

If I go fighter I waste stats.

If I go ranger I have to be a human to get the requisite feats by level 6. I will need 4 as I need to pick up heavy armor prof.
Or I need to wait and only take my level 8 in SA.

If I go fighter I can take level 6 in SA with any race.

Has anyone made a Sanguine Angel and can give me some advice?

I am throroughly confused as to how a pirate crew of lvl 10's who done some seriously impressive tasks find it harder to become infamous (gain infamy) than the level 1 bunch of squibs.

The DC is 15+ 2*level.
This just makes it harder to gain infamy the more powerful and the more 'infamous' you should be.

Please tell em if I am wrong here and if I am not wrong please help me come up with a reason why it is like this, besides to make the check arbitrarily difficult.

As an example of why this is so BS, our bard just made a 33 perform check, which by the core rule book draws the attention of extraplanar beings.
But the bunch of drunk in the local tavern aren't impressed with it.

On a secondary note, I can use bluff, intimidate, or perform. Why can't I use diplomacy? I can play the drums to gain infamy but I can't sit down and talk to someone about how awesome we are?

I am curious if I am missing something or is there no real way for a Strength based soldier to contribute in starship combat?

If I went dex based I could do gunnery, and I do have some dex and full bab so I am better than nothing.

I also find it weird that there is no way for the big scary lizard that can literally tear your arm off can't get his strength bonus to intimidate anymore.

It seems that Strength does vary little anymore besides making you hit people harder.

How do the following abilities interact:

Hammer Fist (Ex) 1st Level pg 113:

You treat any unarmed attack you make while wearing
heavy or powered armor as being made with a battleglove
(see page 187) with an item level equal to or lower than your
soldier level, and you calculate damage for these attacks as
if you had the melee striker gear boost (see page 112). If you
have the melee striker gear boost, you gain a +2 bonus to
damage rolls with your unarmed attacks when using this
ability. These unarmed attacks don’t benefit from other
abilities that apply specifically to unarmed attacks (such as
the Improved Unarmed Strike feat).


Vesk are always considered armed. They can
deal 1d3 lethal damage with unarmed strikes
and the attack doesn’t count as archaic. Vesk
gain a unique weapon specialization with their
natural weapons at 3rd level, allowing them to
add 1–1/2 × their character level to their damage
rolls for their natural weapons (instead of just
adding their character level, as usual).

Hi guys.

A bit of a specific request here but if you have a good idea that doesn't the fit the criteria please mention it as well.

I am looking for ways to do something like wildshape, with the same or a better progression . I don't want any spellcasting or an animal companion.
I want a "martial" class with the ability to morph into an animal.

If there are no classes or options to really do this, my GM is willing to homebrew if I can propose a few suggestions. So homemade archetypes are welcome as well.

An idea I had was to swap all the fighter bonus feats and potentially some of the weapon training stuff for the wildshape progression.

I have encountered a very difficult situation that I am struggling to figure out how my character reacts.

Shattered Star:
So in shattered star you can touch a sarcouphagus and die, and have your spirit moved to the body of Sorshen.
My group dealt with that somewhat. I died and we used a wish to change the appearance of the body so I could look like my old self.
But now we have my corpse... do we bury it? ignore it? I a unsure of how my character would react.

So any advice please

Hi There

I am attamepting to purchase a pdf from South Africa.
My bank declined the charge, so I then called them and had them clear the charge.

However there now seems to be an issue on your side that is preventing me from completing my purchase.

Any assistance would be appreciated.

Thanks you in advance

The sun rises over blue waves. The first tentative rays illuminate a beach. Upon this beach lie all manner of flotsam and debris.

Inspecting the debris closer people come into focus. They are all still.

Motion catches the eye as further along the beach there is motion, a pile of wood and crates shifts...
A sound that doesn't fit with the scenery can be heard, a scratching against wood. Yet it doesn't come from where the wood moves, but rather from within the densest collection of debris.

You can see nothing, and you are cramped, you can feel a cold grainy material and hay around you.

Our not dragon can see a few shafts of light as ite stirs and tries to move, however, it's legs are trapped under a beam

Hi all. Discussion here

- Human Beastmage 1

So who is running this?

- Human Beastmage 1

Play rest on "encounters" from the Shattered Star AP

As the title.

What happens when a creature affected by the change shape universal monster ability dies?

Does it maintain its current shape or does it revert to a default?

A corollory: what happens when a kitsune in human form dies?

Thanks for the help

Hi all

I am looking for two metamagic feats for a paladin? Any suggestions?

I think extend would be great due to the number of 1 round buffs that now double to 2.

What else should I look at?

So I am now Sorshen(Shattered Star Spoilers):
In book 2 you can be forced to inhabit the clone of Sorshen. I am trying to find ways to maintain that body but make it look like my old body.
I know appearance normally doesn't matter but for RP reasons it certainly does in this case. Now non of the polymorph spells I can find allow imitation of a specific individual, and I cant find a way to get access to the monster SU ability Change Shape which allows it.
What other options are there?
I was thinking that this may be within the realm of a limited wish? Or would it require a full wish/miracle?
Or should I completely give up on making my new body look like my old, and focus on returning to my old body? Only options for that are wish, true resurrection, or miracle.

I know disguise self allows me to look like my old self, or rather gives a large bonus, but it excludes tactile and auditory differences. Tactile and auditory are very important.

So I need options to either recreate my body with the new, or create a tactile, visual, and auditory illusion of sorts that I can feel through as well.

Any advice is greatly appreciated

Hi Guys

This might require some back ground.

I run a homebrew game with 6 lvl 7 characters at the moment. They just witnessed the siege of a city by the king that they are working for. This king has at his disposal, two siege golems. Now I know my party, and I know that at some point one of the players (a paladin), will request the king to allow him to dual one of these golems (whenever he finds golems he asks the owner to spar with them, this has happens 2 or 3 times now).

As such I need help building a powerful golem/construct. What I have so far is listed below but I would appreciate any help, advice, pointers, or criticism you can give me.

Siege Golem:

Collosal, Metalic, Battering-ram-esque arms, 2 legs, hulking brutish thing. Relatively squat, has ladders along the back and arms for use as a siege tower. Walks kind of like a gorilla does, on all 4 limbs.
It will focus on sunder and destroying objects and buildings.

Siege Golem
Cr 25
XP 1,638,400
N Colossal construct
Init –2; Senses darkvision 60 ft., low-light vision

AC 41, touch 0, flat-footed 41 (–2 Dex, +41 natural, –8 size)
hp 275 (50d10+80); fast healing 20
Fort +20, Ref +18, Will —
Defensive Abilities indestructible; DR 25/epic; Immune construct traits, magic

Speed 40 ft.
Melee 2 slams +58 (6d20+16/20)
Space 30 ft.; Reach 30 ft.
Special Attacks: siege strike, ground shatter, battering ram

Str 42, Dex 6, Con —, Int —, Wis —, Cha 1
Base Atk +50; CMB +74; CMD 82


Piloted Golem (SU)
A siege golem has no autonomy on it's own. Instead it must be piloted by any creature with an Int score greater than 1.
A siege golem gains all of the of it's pilots feats. A siege golem uses it's pilots skill ranks for determining it's skills, while using it's own ability modifiers if it has, otherwise using the pilot's.
While piloting a siege golem, the pilot has no control over his own body and is treated as helpless. He instead controls the golem as if it were his own body, gaining all of it's senses. (alla Avatar)

An attunement ritual must be performed to attune the golem to it's pilot. This ritual must be overseen by a number of arcane casters whose total CL is greater than or equal to 20
This ritual typically takes an hour, but can be rushed. If the ritual is rushed a will save must be made by the pilot. If the save is failed the pilot is dazed for 1d4 +1 minutes and the golem becomes immobile.
The DC for this will save has base 10 but increases by 1 for every 2 minutes by which the attunement ritual is shortened, and the ritual can only be shortened in 2 minute intervals to no less than 2 minutes,

The pilot must always be within 1 mile of the golem otherwise the link between pilot and golem is broken.
If the link between golem and pilot is severed in any way the pilot must make a dc 39 will save or be dazed for 1d4 +1 minutes, and the golem becomes immobile.

Due to the extreme power of the magic within a Siege Golem, antimagic fields and other magic dampening effects do not sever this link.
Instead they make control significantly more difficult forcing the pilot to make a DC 25 will save to perform any action.

Siege Strike (Ex)
A siege golem deals double damage to any inanimate object it attacks on a roll of 15-20.
This applies on sunder attempts as well.

Ground Shatter (EX)
A siege golem may, as a full round action, smash the ground at it's feet. The golem makes a trip attempt against all creatures within 30ft and that area is thereafter treated as difficult terrain.
This ability may only be used on hard ground.

Battering Ram (EX)
A Siege Golem may not perform a normal charge. Instead it may perform a pseudo charge that follows all charge rules, except it may not charge anything within 80 ft but treats its speed as 100 ft for charging.
This requires two rounds to perform. The first round the golem starts running and moves 80 ft. The second round it moves the rest of the distance.
A siege golem may ground shatter at the end of a battering ram.
Performing a battering ram allows a siege golem to treat it's strength modifier as double for any action performed at the end of the pseudo-charge.

Immunity to Magic (Ex)
A siege golem is immune to any spell or spell-like ability that allows spell resistance, except as noted below.

Any Mind affecting spell that targets a seige golem, instead targets the controller of the siege golem

Heavy (EX)
Due to it's immense size and weight, a siege golem takes damage from any fall as if that fall were three times as high.
The weight also makes a siege golem more difficult to bull rush, reposition etc, and makes it better at these same maneuvers, adding +8 to it's CMD and CMB for these checks.

So yeah, it is a bit of a strange concept I think, but I hope you guys can all help me.

Thanks in advance

When I made my character (this alias) I didn't know we would need battlefield control, but now I am having to offer it, and am happy to, I am just not sure on what would be a good way to do so.

I have had a look at pushing assault which would be decent I think
Also the bull rush line would work.

What other options are there?
I am being allowed to retrain catch off guard

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Unless I have missed something verbal component says:
Verbal (V): A verbal component is a spoken incantation. To provide a verbal component, you must be able to speak in a strong voice. A silence spell or a gag spoils the incantation (and thus the spell). A spellcaster who has been deafened has a 20% chance of spoiling any spell with a verbal component that he tries to cast.

To be able to and to actually do are very different things. I am able to jump up and down for 5 minutes, am I actually doing it, no. I am able to type with my nose, am I doing it, no."

Is there a faq that clarifies this?
I am not arguing that spellcasters can mumble, but the raw doesnt say that they HAVE TO speak clearly

Simple Blasts:
A kineticist gains a simple blast from her primary element at 1st level—some elements offer more than one option.

When a kineticist gains a new element via the expanded element class feature, she gains a simple blast from that element as well. Each simple blast is either a physical blast or an energy blast.

Physical blasts are ranged attacks that deal an amount of damage equal to 1d6+1 + the kineticist's Constitution modifier, increasing by 1d6+1 for every 2 kineticist levels beyond 1st. Spell resistance doesn't apply against physical blasts. Energy blasts are ranged touch attacks that deal an amount of damage equal to 1d6 + 1/2 the kineticist's Constitution modifier, increasing by 1d6 for every 2 kineticist levels beyond 1st.

A simple blast is a spell like ability which provokes an attack of opportunity.

Ranged Touch Spells in Combat:
Some spells allow you to make a ranged touch attack as part of the casting of the spell. These attacks are made as part of the spell and do not require a separate action. Ranged touch attacks provoke an attack of opportunity, even if the spell that causes the attacks was cast defensively. Unless otherwise noted, ranged touch attacks cannot be held until a later turn.

It emulates a ranged touch spell.
Does this mean it provokes two attacks of opportunity? One from being a SP and being cast, the other from being a ranged touch attack?

In South Africa we have a large hobby expo a few times a year across the country. I am looking at hosting a stall at one of these expo's with the explicit intention of promoting Pathfinder and growing the Pathfinder community in this country.

I was wondering if this is something you would support? Also I realize customer support is not exactly the place I should be asking this so if you could tell me who I should speak to about this, I would appreciate it.

Hey Guys

I have been looking at the maths behind rapid shot and am looking at setting up a spreadsheet to calculate the damage difference between rapid shot and non rapid shot attack routines.

If this is something you might be interested in seeing please let me know so I know to publish it

I had an idea for a plot element I wanted some feedback on. It would be a somewhat world changing element but I have the space for it in my homebrew.

There is a rare metal/ore/material that inhibits magic of all types. However the way it does this is the difference. Instead of simply cutting off magic nearby, it decays magic.

So lets say you are in a cave that happens to be surrounded by deposits of this stuff.
What happens is after 1 hour you loose access to your highest level spells. 2 hours for 2nd highest. 4 for 3rd highest. 8 for 4th highest. Etc.

The spells take half the time outside the influence of the material to return.

The way that this would interact with magical items needs to be determined but I am thinking that an item makes a check against a dc that increases after each time interval adding either its cl or the cl of its wielder, whichever is higher.

So a cl 11 item wielded by a fighter has a +11. The dc's would need to be fiddled with. I could also numerically decay things like enchantments at the same rate people loose access to spells. I actually quite like that.

Thoughts? Criticisms? Suggestions?

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I just had a right and proper brain fart.

What would happen if you allowed all classes with the ability to treat their BAB as caster level and everytime their BAB/caster level gives them access to a spell level they may pick ONE spell that they can then use up to their primary modifier times per day.

So say at lvl 1 a fighter can pick 1 level 0 and 1 lvl 1 spell and he uses his highest ability score to determine how many times a day he can use these abilities. So say 18 str is his highest so he can "cast" 4 "spells" a day.
At lvl 3 he can pick a lvl 2 or lower spell to add and so on.

The caveat being that he has to be able to fluff it in some say. So kind of like dirty trick in that sense.
So say he picks detect magic, we fluff it has sometimes in the presence of strong magic the hairs on the back of his head stand up. Or a rogue with charm person fluffing it as his ability to read and study specific people and manipulate them.

Maybe make it max mod+ BAB/2 (min 1) times per day...


Not sure where to ask this. So here will do.

I enjoy the roleplay type things that go on in the PFS sub forums. However i dont take part in PFS. So im wondering if there is somewhere else not PFS related where sinilair happens? Or should I just join in in the PFS subforums?

Hi Guys. I need advice on 2 things.

1. What do you guys think of this map I made?

2. Is this kingdom sheet functional and should I add anything?

Overall just need thoughts please.

The map is empty on the SW, i plan on having the pc's set up a town there.

What exactly does this mean?

In South Africa when we say something is width by length, we mean as laid flat on the ground. Vertical then means the 30x5 foot floor area is affected to infinite height.

Should this rather be read as a 5x5 floor area with 30 height?

This is a rather simple question but can be understood multiple ways.

How would you guys suggest playing a dragon ball z esque character within the base classes?

Monk springs to mind, and barbarian for rage (read as Super Saiyan)

I know bonuses from the same source dont stack. IE shield bonus from one shield only. But ignoring that, would using two shields make you harder to hit in real life? If so would it be possible to reflect this in pathfinder?

I suppose one could use two weapon defense but that doesnt seem enough. I could see maybe the main hand shield AC plus half off hand shield AC. Each shield you add does less?

Hi guys. I am having an issue with my group. We had 2 martials who would get up in the monsters faces and generally keep them off the casters.

Our martials have both recently left the group due to other commitments.

We are all very attached to our character concepts and nobody wants to make a new character to fit the role and i am the only person who is willing to change his play style.

I play a gnome druid, just hit lvl 4.

1st: spell focus conjuration
3rd: augment summon

I need any and all advice please

You cannot make a potion with a spell range of personal
Go to Creating Potions

PRD wrote:
Spells with a range of personal cannot be made into potions.

It does not state anything of this nature with regards to wands.Wands.

Can wands therefore be made with spells with a range of personal?
ie. Aspect of the Falcon?

I have looked at multiple sources for wands with a personal range spell but cant see any.


When crafting a magic item and failing by 5 or more, you make a cursed item.

Does your character inherently know they have made a cursed item and not the item they have wanted?

Beast shape:

Medium animal: If the form you take is that of a Medium animal, you gain a +2 size bonus to your Strength and a +2 natural armor bonus.

lets say i am a level 8 druid and can wild shape for 24 hours/day. If i have 11 STR base, and wildshape into a medium bear, i gain +2 STR, as a temperary bonus.

Temperary bonus's become permanent after 24 hours
(Permanent Bonuses: Ability bonuses with a duration greater than 1 day actually increase the relevant ability score after 24 hours. Modify all skills and statistics as appropriate. This might cause you to gain skill points, hit points, and other bonuses. These bonuses should be noted separately in case they are removed.

I wildshape for 2 continuous days. after the first day i have a STR of 13, permanent.

Do i qualify for power attack as a feat while wildshaped?
(prerequisite STR 13)

I am planning a dungeon and have decided for an elemental trap setup.

All the traps can be rendered almost useless if approached right.

Water: you enter a dead end shaft which starts flooding, simply swim up with the water to the exit.

Air: gale force winds blow down a corridor. Enlarge person to the oread, provide soft cover for the rest of party to follow behind him while he blocks the wind (not RAW but makes sense)

Fire: heat metal spell on an area (I know that's not how it works). Simply take off the armor and weapons and then walk through the area.

Earth: ?????

i simply cannot think of an interesting trap that is earth based, that would allow for smarts to bypass it.


Hi Guys. I am wanted to run the legality of a pathfinder build by you guys.

We have a semi home brew race that has a 1d8 bite and 2 claws at 1d6.
He however has the inability to wield weapons.

I was looking at some items and feats that i believe could make him incredibly powerful at level 10 against single foes, and disastrous against groups.

Amulet of Mighty Fists
only enchantment being speed

Power Attack
Great Cleave
Improved Natural Attack (claws)

STR of say 20

At level ten he can afford the amulet and have a +6 against a single favored enemy type.

From what I can tell and have read there are disputes as to whether AoMF adds speed to all natural weapons. By RAW it does.

lets say he gets swamped by goblins and he has his favored bonus against them

He gets 6 attacks at his full base attack bonus (10) plus his favored enemy (6) + str (5)

That gives him +21 to hit.

I want to work out what his potential damage would be.
Because of great cleave he could cleave 8 people if there were 8 people around him and he hits every time.

providing 6*8*(1d8+6+5)
which averages to 6*8*(15.5)
To a total dmg output on a full attack action to:


If he cant cleave he still gets
93 against his favored enemy, still very high at lvl 10 from what i can tell

744 is an absurdly high number, how many rules have i broken?