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Java Man's page
Organized Play Member. 3,846 posts (3,852 including aliases). No reviews. No lists. No wishlists. 1 alias.
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2005? Get off my lawn yah dang kids!
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A friend in college stuck me with it, in reference to how much coffee I drank. Started using it (or a variation that references my RL name) as an online handle maybe twenty years ago, never as a character name.
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For a THF with intimidate I"m a fan of curnagon smash, hurtful, and a cruel weapon.
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This is the same logic I can use kill everyone in a room by making NOx from the atmosphere. Or you can use the spell as intended instead of trying to cheese it into a deathspell, really up to you and your GM.
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Synthesist summoner, shifter, and oracle come to mind as well. Heck, any summoner.
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3.5 had that rule. I'm 90% sure PF does not.
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Two deities died preventing Earthfall from destroying Golarion. This makes me think that they do not have world ending power levels.
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Fourteen years ago rulings from other games weren't relevant to Pathfinder rules. Pretty sure this is still the case, just saying.
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What you need are minions, these could be summoned, charmed or hired.
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Running into a creature with an object is usually called attacking with an improvised weapon, so no.
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I only allow spellbook rental for copying if the sought after spell is within the casting limit for the settlement. Then I set a base availability % based on the rarity (also legality or social acceptability if applicable).
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Lvl 5 adv weapon training (warrior spirit)
Lvl 6 fb adv armor training (armored juggernaut or armored sacrifice)
Lvl 7 Iron will, or the other option from lvl 6, or curnagon smash
Just a few ideas of the top of my head
Edit to add: with all those resists look at the magic trait: unscathed.
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There are standard costs for renting spellbooks and copying spells into one's own. I charge wizards, alchemists etc that out of their gear budget if they want more than what leveling gives for free.
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From the magic chapter of the CRB under spell effects:
"Bonus Types: Usually, a bonus has a type that indicates how the spell grants the bonus. The important aspect of bonus types is that two bonuses of the same type don't generally stack. With the exception of dodge bonuses, most circumstance bonuses, and racial bonuses, only the better bonus of a given type works (see Combining Magical Effects). The same principle applies to penalties—a character taking two or more penalties of the same type applies only the worst one, although most penalties have no type and thus always stack. Bonuses without a type always stack, unless they are from the same source."
Edit: frustratingly I cannot find this rule on Nethys, I had to go to the legacy PRD to pull it, if your GM is working of Nethys as a primary source that could be the cause of this issue.
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I quite like Toppling metamagic with magic missile, gives you a neat battlefield control/ debuff option. One missile per goon and see how many you trip. A lesser rod is cheap too.
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Why not use a nodachi? The martial, two handed version of the katanna?
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Shattered star: 90% of each book is a seperate dungeon, so 6 in total.
Book 5 of Rise of the Runelords is 80% one massive dungeon.
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There was an aludemon with a couple assassin levels in a module I inserted into my Shattered Star campaign (can't recall the name right now), was a fun adversary. If I were statting things from scratch I'd consider adding Loremaster to a dragon or llilend.
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The Peacock Spirit is a massive mystery and unknown factor in Thassalonian lore and history. Unless the GM is really invested in interpreting the lore and adding modern followers it's best left alone.
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Ultimate mercy feat for a paladin will get you a no material raise dead for 10 uses of lay on hands. You still need to contend with the negative levels suffered by the target though.
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Thanks for the comments! The level limit to known spells is in the intro text, I agree on it being needed. The witch hex range boost is to one hex.
What I am going for here is that no one option will the best for all characters, and hopefully a decent number of characters will have some struggle to pick one.
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Nah, same necro type from same source, so won't stack.
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You paid for both, you get both.
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An aspect to this that should be pointed out: is the Loot Distribution System (LDS) something that the characters set up, or was it done by the players? The players I run for don't RP the loot division, it is a metagame issue handled between a group of friends who all want to have a good time and be nice to each other. Even when their characters are cutthroat, bloody handed cultists.
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The players at my table are way too reasonable and chill. Items are given to whoever needs them or can make the best use of. Then anyone who wants something remaining takes it. Lastly the leftovers are sold and an equal share of the cash goes to each. When someone gets an upgraded version of something they already have they put the old one in the pile being shared out.
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I'm afraid there is too much ambiguity to this, folks here have their ideas, but you just have to talk to your GM to know how it will work for you.
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If your GM rules against the glove of storing working for this try rolling the rod up in a ragged bedroll and hanging it off your haversack, should make it less of a theft risk.
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It isn't noted as being an extradimensional space, and you are tying up an extra item slot and the use of the glove to stash the rod? I see no fine print or balance reason to not allow the rod to to function while stored.
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When comparing Earth and Golarion keep in mind that as of the most recent Golarion content Earth is in what, the 1920s? So nukes and air superiority aren't exactly a thing.
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Azothath: nothing I can find in your quotes or links you supplied supports your statements. Please do not invent rules in the rules forum.
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Dispel magic always succeeds when used on a spell by the same caster.
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I would look at the ninja's forgotten trick and bard masterpiece arrowsong's lament for starting inspiration. Basicly adding a new ki power that says "pay an extra 1(or more?) ki and a full round action to activate a ki power from your books." Or so.
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Senko wrote: DeathlessOne wrote: If you want multiple ioun stones that can't be stolen from you, check out the Ioun Spite Bracers. Always kind of sad we don't have a way to duplicate the embed ioun stones in flash that the runelords can do. The rules for doing that are in Seekers of Secrets. Don't seem to be on AoN, but pfsrd probably has them.
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Would you allow a spontaneous caster to utilize those new spell slots before resting? Can a wizard study his spellbook and prepare spells in these new slots? Can a fighter use his new combat feat? Does the rogue get their new sneak attack damage? If these answers vary why are different classes slighted in this regard?
What happens at the moment of levelling up is kinda vague in the rules, if you want to have PCs levelling mid day (so to speak) you kinda need to make some rulings here. I tend to lean toward decisions that are even across classes, to the degree they can be.
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madsfuksdf8i wrote: addy grete wrote: -Archangel- wrote: Would you people say that things like flanking bonus, high ground bonus or attacking a prone target bonus should also give its bonus on CMB? Yes. Taking the high ground bonus for example, it's easier to make you lose balance and fall by kicking your head than your hip (the middle of your body). However I'm not sure if "effects" in RAW includes conditions (prone), and I believe that the GM I mentioned earlier would say no. The wording could be clearer. tell me you've never trained without saying you've never trained Out of curiosity, what possible value is there in insulting a thirteen year old comment from someone you don't know, who is not even here anymore?
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Rage absolutely does not prevent the use of perception skill.
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The last sentence, first paragraph on Wild Shape on Nethys reads "The form chosen must be that of an animal with which the druid is familiar."
So is wolf or celestial wolf the form? My inclination is to say that wolf, or lion or whatnot, is the form. But I don't know of a RAW quote to support either interpretation
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Not having many spells per day: this is the big hassle for a low level spell caster. Your sleep and evil eye not having limited uses is a nice balance to that. And don't neglect your cantrips, the witch list is not great for them, but daze and stabilize are solid. Stabilize is particularly nice when you need it because it has range. And you have guidance, always popular for spamming before every out of combat skill roll.
After those options run out or don't work you come to your crossbow and alchemist fire, maybe scrolls.
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Andostre wrote: Far be it from me to assume that I can stop people from yelling at each other over this, but...
Yes, there is a RAW interpretation of this, and also there is at least one reasonable way a GM can interpret this that isn't RAW. It's up to the GM at the table. We'll never get a hard and fast ruling on this very specific niche case.
RAW matters, but we can never assume that the rules have been written with every conceivable scenario in mind. That's one of the reasons the GM has latitude to make decisions that don't always align with the rules.
Yes, 100% yes.
Buuut, those interpretations should not be stated as facts, unless the speaker is the GM of the table we are playing at.
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Mysterious Stranger wrote: Not all whips have reach. There are at least two whips that do not list the reach property. And? Do you think we should use a monowire or scorpion whip stats for this? Why do you even bring up this point?
Though it also occurs to me that an object with the weight of a simple silk scarf can't possibly do the same damage as a full weight whip, so really the damage inflicted by this "whip except where it isn't" needs to be reduced.
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Because a whip has 15' reach. And it attacks as a whip with no stated exceptions. If you'd like to houserule a reach limit it is logical.
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Malik Gyan Daumantas wrote: Mysterious Stranger wrote: What would being able to be used as a whip really give you? Bladed scarf already has the disarm and trip features. About the only thing you would gain would be the ability to do non-lethal damage but would also be doing less damage. Silk to Steel does not alter the size of the object so you would not gain reach. wait it doesn't?! The spell says it can attack like a whip. Period. Full stop. It does not say "attack like a whip, but with only the reach the original scarf would have,"
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Tall/ long designations certainly do still exist, but only relate to reach, not the space occupied by a creature.
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If we assume that multiweapon fighting does give us additional "metaphorical hands of effort" the next linguistic hurdle we need to cross is that spell combat specifies one empty hand and "the other" hand with a light or one handed weapon. As long as that "other hand" can be read as "other handS" for someone with more than 2 hands you should be good.

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rocivo linc wrote: Congratulations on reaching level 8 with your summoner and eidolon!
Firstly, an Amulet of Mighty Fists is definitely a good idea for your eidolon, as it will enhance all of its natural attacks. Since your eidolon already has the acid elemental attack, you may want to consider getting an Amulet of Mighty Fists with the "Corrosive" special ability, which will allow your eidolon's attacks to deal additional acid damage on top of their regular damage.
In addition to the Amulet of Mighty Fists, you may want to consider getting your eidolon some magical barding, which is armor designed specifically for mounts or animal companions. The barding will provide additional protection to your eidolon and potentially increase its AC. You could consider getting a set of "Mithral Full Plate Barding" for your eidolon, as it offers the best AC bonus while not hindering your eidolon's mobility.
If you have additional funds after getting the Amulet of Mighty Fists and magical barding, you could consider purchasing other magic items for your eidolon, such as a Belt of Physical Might to increase its Strength and Constitution, or Boots of Speed to enhance its mobility and ability to engage in combat.
Two things, you are responding to a post from 2011, pretty sure the advice is no longer relevant. And second, you sound like a chat AI.
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Class weapon proficiencies, mostly druid, ninja and samurai.
In my campaign Druids are not pseudo-celtic gardeners with a curved weapon fetish. So they drop sickle, scythe and scimitar from the class weapons, but add longspear, javelin, hand axe, morning star and greatclub.
Many ninja and samurai are not from 'asian' regions or cultures. For these I remove wakizashi, katanna and naginata, and replace with appropriate options for their home culture. Ninjas frequently get kukri, elven blades (if elven), drow razors, etc.
Samurai get whatever exotic sword or axe type thingy is proper.
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Lelomenia wrote: Mysterious Stranger wrote: Mutagens from two different classes do not stack so should be treated as spells from two different classes. You have to separate mutagens, one from each class, but can only be affected by one at a time. The section on drinking another alchemist’s mutagen makes it clear that drinking any second mutagen ends any mutagens you are currently affected by. The rules from brewing a second mutagen assume both are from the alchemist class.
So, the way I would handle it is you have two separate mutagens that can coexist, but if you drink one while under the effect of the other the first mutagens immediately end.
so basically the same way when you cast touch spells from two different classes you can hold the charge with both at the same time and they discharge together…. Uhm, what? I have never seen anything supporting this idea about touch spells. Reference please?
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For a scroll of scorching ray what bab do you use? And if this has a different answer than than concentration, why?
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Just because I love skalds I'll add one more minor endorsement: you aren't "playing an instrument" in a traditional sense, you are using your enemies and the surrounding terrain as drums, and beating out the rhythm of the forge upon them with your hammer.
Scribe scroll vs counterspell: both are suboptimal for a skald.
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A spell warrior Skald doesn't have the AC penalty that other Skalds do, and spellcasting isn't interfered with. In fact the standard buff for this archetype is to temporarily enchant the weapons wielded by allies.
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