Fleshcrafted Drow

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3 posts. Organized Play character for Wraithcannon.



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So I was reading the Stealth skill and came across this part:

Stealth wrote:
If people are observing you using any of their senses (but typically sight), you can't use Stealth. Against most creatures, finding cover or concealment allows you to use Stealth. If your observers are momentarily distracted (such as by a Bluff check), you can attempt to use Stealth. While the others turn their attention from you, you can attempt a Stealth check if you can get to an unobserved place of some kind. This check, however, is made at a –10 penalty because you have to move fast.

And this:

Stealth wrote:
Creating a Diversion to Hide: You can use Bluff to allow you to use Stealth. A successful Bluff check can give you the momentary diversion you need to attempt a Stealth check while people are aware of you.

And I know that it's been ruled that the Blur spell's concealment is enough to allow you to use Stealth.

Looking at the Bluff skill description, it says nothing about this at all. It does mention Lying, Secret Messages, and Feinting, and describes what kind of action they each are.

So, from what I can gather from the rules, it looks like you have the ability to perform a full attack while "stealth cycling" to continuously make your opponent flat footed to you by distracting them and quickly hiding again after every attack. Sort of like using your magical concealment and fighting style to continuously slip under the guard of whatever creature you're fighting because they can't really tell where your weapons are coming from.

By attacking, bluffing successfully, stealthing successfully with a -10 to your stealth roll, attacking, bluffing successfully, stealthing successfully with a -10 to your stealth roll, and etc., until you run out of attacks, you can sneak attack on every attack if you have that ability.

Bluffing this way uses no action, and neither does stealth, since you don't have to move to get back into concealment.

Best of all, you can end the round in stealth by bluffing and stealthing once your attacks are done. One 5 ft step later and they no longer even know which square you're in.

Thoughts?

2/5

I'd like to talk about energy attacks and objects.

On page 173 of the core rulebook it says:

CRB wrote:
Energy Attacks: Energy attacks deal half damage to most objects. Divide the damage by 2 before applying the object’s hardness. Some energy types might be particularly effective against certain objects, subject to GM discretion. For example, fire might do full damage against parchment, cloth, and other objects that burn easily. Sonic might do full damage against glass and crystal objects.

Page 174 says:

CRB wrote:
Vulnerability to Certain Attacks: Certain attacks are especially successful against some objects. In such cases, attacks deal double their normal damage and may ignore the object’s hardness.

Page 174 also has a statement about weapons that I think can be applied here with a little stretching.

CRB wrote:
Ineffective Weapons: Certain weapons just can't effectively deal damage to certain objects. For example, a bludgeoning weapon cannot be used to damage a rope. Likewise, most melee weapons have little effect on stone walls and doors, unless they are designed for breaking up stone, such as a pick or hammer.

Page 175 then gives us table 7-13: Substance Hardness and Hit Points.

This table lists 10 different materials, some of which I think can be lumped together for purposes of this discussion (i.e. iron/steel/mithril/adamantine = metal).

We know there are 5 different energy types: Fire/Cold/Acid/Electricity/Sonic. Force I feel can be precluded for purposes of this discussion.

All rules available for reference here: PRD

My question is:

Can there be some form of consensus for PFS as to which of these rules;

Vulnerable (double damage and no hardness), Particularly Effective (full damage after hardness), Mostly Effective (1/2 damage after hardness as normal), and Immune (no damage).

Is applicable to the materials listed on the table; Glass, Paper/Cloth, Rope, Ice, Leather/Hide, Wood, Stone, and Metal.

When exposed to one of the five energy types; Fire, Cold, Acid, Electricity, and Sonic.

I personally vote that ice is immune to cold and vulnerable to fire, but I leave the rest of the choices up to all of you.

Maybe if someone could be so kind as to make some sort of table we could tally votes and come up with a final model for most general situations.

Or we could just leave it all.......subject to GM discretion.


Another GM and I were recently having a discussion about breath weapons and other evocation type effects.

The first point of contention was that RAW, fireball and lightning bolt specifically state that any barriers that interfere with their areas of effect must suffer the damage inflicted by the spell. If they are destroyed, the spell continues to fill the area beyond it up to it's normal size, and if they are not destroyed then the spell stops there.

No other spells say that, not burning hands, not cone of cold, nothing. Also, nowhere in the chapter on magic, or universal monster rules, does it say that any other evocation, conjuration, or other abilities such as breath weapons have this effect.

So, the question is whether or not, RAW, other cones, spheres, or lines that inflict energy damage would share the same characteristics as fireball and lightning bolt and continue past a destroyed barrier.

I know it sounds silly to think you could dive into your camp tent to avoid a red dragon breathing on you for one round, but can you show me where it says you can't?

The second point of contention we had was that of saving throws.

In the case of fireball and lightning bolt (and any other evocation effects that might follow the same rules), we were wondering if you get a bonus to your save for being behind cover, improved cover, or total cover for being behind something like a closed door or other barrier that is destroyed by said effect.

Or would you have no cover bonus because said door or other barrier is now nothing but gently glowing embers/blasted into flinders/dissolved into goo?


Has there been any work on a set of rules to generate creatures with the "Troop" subtype using different small or medium sized creatures as the base?

I wanted to generate a troop of Charau-ka but have no idea on how to go about doing that.


Has there been any work on a set of rules to generate creatures with the "Troop" subtype using different small or medium sized creatures as the base?

I wanted to generate a troop of Charau-ka but have no idea on how to go about doing that.


Is there any way RAW to create undead using the various animate and create undead spells that have the Advanced template?

If not, what would your suggestion on how to accomplish that be?


So the party was fighting a huge underwater monster the other day and we were really taking a pounding from it's AoOp's and the fact that it had reach.

Normally one of my favorite tactics to mitigate reach is a smokestick, but that obviously wont work underwater. So I thought to myself, what would?

The answer of course lies with the humble squid, that can shoot out cloud of ink that provides basically the same benefit, and lasts the same amount of time.

So why not put a standard vial of ink to the same use? It costs 8gp in UE (a little less than half the price of the smokestick) and would only be able to provide this additional use underwater.

What do you guys think? Would you let a player get a 5ft radius cloud of ink that lasts a minute out of a single vial of ink? Or do you think we need to make up a whole new piece of equipment to fulfill this task?


I was wondering if I could get a list of all the brick and mortar retailers in my state (Minnesota) and the neighboring ones (Wisconsin, Iowa, Dakotas) that stock Pathfinder.

I am desperately trying to find an out of print Pathfinder book and am calling everyone with driving distance that I know about. I was hoping you might be able to help me with the ones I don't know about.

Thanks


I was thinking of a new armor ability to help high dex characters, the costs are such due to the fact that the player has already probably spent gold on dex boosting items.

By adding this ability to a suit of magic armor, you increase it's maximum dexterity bonus. The magic makes the armor bend and flow with you, but still retain it's defensive abilities against attacks.

Lesser Flexibility: +1,000 GP, Increases Max Dex by +1
Flexibility: +4,000 GP, Increases Max Dex by +2
Improved Flexibility: +9,000, Increases Max Dex by +3
Greater Flexibility: +16,000, Increases Max Dex by +4

Thoughts?


Head's up guys, 30 years after one of the first anime's out there, and it's follow up RPG, we finally get the miniature game.

http://www.kickstarter.com/projects/rrpgt/robotech-rpg-tacticstm?ref=live

I know a lot of us enjoy different games, and I'm looking forward to enjoying this one with some of you.

Heck, once it goes live, I'm sure we may even see it in the Paizo store.


My wizard just got Improved familiar and now I would like to equip my Lyrakien with a Tiny Composite Longbow and I need to know how much it costs.

Her armor cost was reduced by half according to the size tables, but the only size tables refering to weapons are the damage tables.

Any input?


I was wondering if either of the following conditions effect your CMB or CMD.

Shaken wrote:

A shaken character takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks. Shaken is a less severe state of fear than frightened or panicked.

Sickened wrote:

The character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.


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

To me, it has always seemed that feats were meant to provide extra benefits for your characters, and that using them was a choice, such as adding metamagic feats to spells.

But some feats can adversly affect a character as well, and it is in this situation that I wanted to know whether or not the player has a choice whether or not to use it.

One feat in particular is the Acadamae Graduate feat.

The working seems to imply that is it "always on", but does it feel right to require you to use it every time you cast a conjuration summoning spell? Or can you opt not to and instead cast the summons as normal?


Can spells such as detect magic, detect evil, and other divinations, be blocked or foiled by darkness?

Detect Magic: wrote:
3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (arcana) skill checks to determine the school of magic involved in each.
Detect Evil: wrote:
3rd Round: The power and location of each aura. If an aura is outside your line of sight, then you discern its direction but not its exact location.
Detect Undead: wrote:
3rd Round: The strength and location of each undead aura. If an aura is outside your line of sight, then you discern its direction but not its exact location.
Detect Snares and Pits: wrote:
2nd Round: Number of hazards and the location of each. If a hazard is outside your line of sight, then you discern its direction but not its exact location.
Detect Secret Doors: wrote:
2nd Round: Number of secret doors and the location of each. If an aura is outside your line of sight, then you discern its direction but not its exact location.

And so on and so forth. Now, the line of sight rule.

Line of Sight: wrote:

A line of sight is the same as a Line of Effect but with the additional restriction that that it is blocked by fog, darkness, and other factors that limit normal sight (such as Concealment).

So, most detection spells can pierce solid barriers, such as a wooden door, but are foiled the same if the lights are off?


So, from what I can see from other threads, the ONLY way to heal a synthesists Eidolon is with the "Rejuventate Eidolon" series of spells.

1. No natural healing

2. The Heal skill does not work

3. Effects that grant "fast healing" do not work.

4. Effect that cure hit points, such the "cure wounds" series of spells do not work.

5. Channeling energy does not work.

Is this correct? Have I forgotten anything?

2/5

This came up in a thread where we were discussing adapting a Season 0 scenario to PFRPG that had two missions.

I suggested splitting the missions along the guidelines stating which new factions used the old factions missions and doing a little re-fluffing to make them sound better. When I was told I couldn't do that, I looked up the rules in the guide.

From the PFS Guide 4.1 wrote:
If a Season 0 scenario has two faction missions per faction, consider one mission that of the faction and the other the overall success conditions for the scenario.
Quote:
Seasons 1 and 2 (Scenarios #29–#56 and #2–01 through #2–26): These scenarios all include two faction missions. For characters using the standard advancement track, one of these should be considered the faction mission and the other the success condition for the scenario, maintaining the 2 Prestige Point maximum."

Looking at that, each faction only has one secret mission, with the other being considered part of the success condition of the overall scenario.

What does that mean exactly? That everyone has one secret mission that they have to complete for their prestige and then one public mission they need to share with the group, so that every single one can be completed for the scenario to be a success, and and if you fail any of them you don't get the other prestige point for winning the scenario? That's what it sounds like.

So which mission do you decide is which, and what happens if all the public missions are not completed?

In every scenario I've played with two missions, the GM has always handed out prestige based on two things.

1. You completed at least one of the faction missions. 1 pt
2. The party won. 1 pt

Have they been doing it wrong?

In the case of two missions, I don't really see the harm in splitting them between the two cooperating factions. The Andoran has to do one, the Silver Crusader the other, the Shadow Lodge has to do one, the Chelaxian the other, etc. etc.

It would be up to the GM to pre-plan which mission goes to which partner, and after that, they're on their own. Running the Season 0 scenarios takes a bit of pre planning anyway, with adapting the monsters and all, so this little bit extra shouldn't be that big a deal.

Let me show you an example I did with the missions from #06 Black Waters

Black Water New Faction Missions:

Qadira Faction Handout

Servant of the Satrap,
As you well know, we seek trade and economic advantage above all else. Collecting debts and supplying the demands of other nations’ peoples is how our great empire has spanned the seas and why thrones around the world crumble to dust at our command. Qadiran merchants seek a private location in Absalom to warehouse vast quantities of less-than-legal wares. A locked down necropolis buried under an abandoned district of the city may be the ideal warehouse and distribution hub. When you enter the necropolis beneath the Drownyard, take detailed notes of the layout. Be aware that our agents will attempt to divine your location magically at some point—be sure to allow them to do so. Go well, and do honor to our satrapy.

Respectfully,
Pasha Muhlia Al-Jakri

Lantern Lodge Faction Handout

Friend to the East,
In order to attain a more perfect understanding of the rituals that govern their lives, and their deaths, our agents are seeking a greater knowledge of the burial practices followed by the natives of the Inner Sea. In particular, there is an Osirian funeral mask made of solid gold that they believe might be in this ancient necropolis, and they wish to examine it. If you should find it, be certain to deliver it to me intact.

Seeking Enlightenment,
Venture Captain Amara Li

Andoran Faction Handout

Most Liberated Soul of Justice,
Greetings, Scion of Freedom. It is with great shame I confess my needs on this dark eve. The Tri-Towers Yard was home to my younger brother Grishan, a young student who fancied himself a spy. After feigning friendship with other students, Grishan collected incriminating information about their families and made regular reports to my predecessor. My brother engaged in shameful acts and any evidence of such must be expunged. If his misdeeds come to light, it will result not only in my family’s great shame, but also my expulsion from this post. Go with haste, and preserve the fires of freedom.

Gratefully Yours,
Captain Colson Maldris

Silver Crusade Faction Handout

Stalwart Champion,
You know our path to victory lies in detecting evil and routing it out wherever it is found. Deciphering communications between hidden cells of evil groups is a paramount activity and we’ve reason to believe our recent decryption techniques have been compromised. It’s a long shot, but we also have reason to believe a famous Gebbite general was buried in the very same necropolis you’ve been sent to. You should recognize him from the distinct ceremonial bronze armor and shield he was buried in. The shield, in particular, is covered in Kelish scrypt. Recover the shield as we believe it holds the key to an ancient cipher we believe is being used by the spies of our enemies.

Faithfully,
Ollysta Zadrian

Taldor Faction Handout

Servant of the Empire,
Taldor possesses a mere fraction of its former glory. One of the keys to restoring the empire’s sense of purpose lies in rediscovering the nation’s august past. As we know the various necropolises beneath Absalom were once used to bury the honored dead of Old Taldor, we hope you might find any evidence of our glory over the Isle of Kortos or victories against any of our ancient enemies and bring it to light. Such evidence might help us stoke the fires of patriotism in the cold hearth of our empire. Your service shall not be forgotten.

Honorably,
Baron Jacquo Dalsine

Scarnzi Faction Handout

My Good Friend,
The most adroit swordsman is well skilled at turning aside a foe’s attack, and the best schemer can stoke the ire of an enemy and send it surging at a rival. My mission for you this day involves sparking old enmities between two of our business rivals. You shall find with this message a missive, properly falsified and aged. This meticulously forged letter appears to be from the last Headmistress of the Tri-Towers Yard, an Osirion named Kiwu, and is written to the Qadiran Pasha Muhlia Al-Jakri demanding complete payment for necropolis treasures that Muhlia requested and Kiwu sent. We intend this letter to implicate Osirion and Qadira in grave robbery. Plant it secretly somewhere in the necropolis, but where it can easily be discovered.

Fuggedaboutit,
Gueril Karela

Cheliax Faction Handout

Delicious One,
You’ve been assigned a most distasteful task by this tiresome Society you swear allegiance to. Thankfully for us all, Asmodeus finds glory in even the darkest shadows of the world. A certain loyalist to our faction, Lady Miranda Dacilane, lost her only child, her beautiful daughter Junia, to the disaster that befell the Tri-Towers Yard. We believe Lady Dacilane to be a spy for the Taldans and need an object from her person to better help our agents keep track of her movements. Without doing any harm to the Lady Dacilane and without arousing her suspicion, acquire the bejeweled skull broach that she so often shows off at Absalom dinner parties. Hurry now in your task—I have further pleasures to show you.

Deeply Yours,
Paracountess Zarta Dralneen

Shadow Lodge Faction Handout

One of my Sharpest Tacks,
I’ve long suspected that the earthquake responsible for the collapse of Beldrins Bluff was no natural occurrence, there are far too many dead things creeping around that area at night for their not to be some kind of connection to a greater evil at work. I want you to acquire some of the putrid black liquid that it said to pool about the grounds of the Drownyard. Particularly, there is a pool there that is said to bubble most unnaturally and I suspect it has some kind of necromantic property that can be used to track this evil to its source. Take the flask attached to this note, fill it up, and bring it to me.

For the love of the Gods don’t drink any of it,
Torch

Osirion Faction Handout

Wise One,
The Tri-Towers Yard was an institute of great learning for Absalom’s elite—it was also a source of important intelligence offered to the Ruby Prince’s cause by the Headmistress, a woman of Osirion birth named Kiwu Quadin. Kiwu was a highranking spy among my inner circle. It is of grave import that you collect her records, if they still exist, and not allow them to fall into Pathfinder Society hands. Beware the restless spirits of the Tri-Towers Yard and may Pharasma’s shroud shield you from their rancor.

Eternally,
Amenopheus, The Sapphire Sage

Grand Lodge Faction Handout

Fellow Seeker,
Our necromantic researchers are seeking samples of a variety of undead from across Golarion, trying to ascertain what spawns and sustains them under different conditions. They believe you’ll find a variety of specimens in the necropolis beneath the Tri-Towers Yard. Find a living corpse of obvious noble birth—a king, perhaps—and bring a sample of that corpse’s body to me. Doing so will give our scholars greater insight into the world of the dead, which may be put to good use by the Society in combating and destroying them.

Respectfully,
V.C. Ambrus Valsin

If you're at all familiar with the original missions, you'll see that the only thing that has changed is a small bit of fluff explaining the reasoning behind the mission for the new faction and perhaps a little clarification.

I see this as a simple and effective way to create missions for every faction in the older scenarios without really changing anything.

2/5

Now that we have a whole slew of pre-painted plastic Pathfinder minis, I would like to see what people come up with to represent them as Pathfinder Society pregen characters.

Your challenge is to design a 1st, 4th, and 7th level version of the following:
.

1. Human Rogue with short sword
2. Human Ranger with bow
3. Elf Wizard
4. Half Elf Cleric of Iomedae with sword
5. Dwarf Fighter with War Axe
6. Human Druid
7. Gnome Fighter
8. Half Orc Barbarian with Axe

The character build should stay as true to the mini as possible.

Have at it!


There are certain spells that list a diety in category descriptor.

For example; Mighty Strength [School transmutation; Level cleric/oracle 4, paladin 4 (Trudd)].

Does this mean that only divine spellcasters who worship that diety have the ability to prepare that spell?

What about arcane casters who have the spell in their lists, such as;

Defending Bone [School necromancy; Level cleric/oracle 2, sorcerer/wizard 2 (Pharasma)]

Do they have to worship that particular diety as well?


1 person marked this as FAQ candidate.

It says if you fail by 5 or more, you go underwater.

But how far do you sink in one round?

2/5

I would like to know what the rules for PFS say about buying items during the scenario as a group and then selling said items at the end of the adventure and splitting the money.

An example would be the players wanting to buy a single pack horse (and all the related gear) for 100 gp by pooling their funds and five characters spending 20 gp each, and then selling it once the adventure was complete and everyone getting back 10gp (half the value).

I'm also curious about buying something for another party member with the expectation of being paid back at the conclusion of the adventure.

An example would be buying the fighter a dose of antivenom, which he then uses during the game, then pays you the 50gp at the end of the scenario.


Is Improved Unarmed Strike considered a weapon proficiency?

Can I take it as the proficiency programmed into a White Pyramid Ioun Stone or as the free proficiency offered to Half Elves as the "Ancestral Arms" alternative racial trait?

2/5

I see the additional resources has been updated to include the Bestiary 3 including new selections for Animal Companions.

It seems however, that no mention of the new familars is made. Are we missing their inclusion for some reason?


I'm building an Gnome Order of the Cockatrice Cavalier and wanted some feat selection advice. He's for PFS play so no 3rd party stuff.

Here is what I've come up with so far
.

1st Mounted Combat
2nd Dazzling Display for free (with the Braggart ability)
3rd Ride By Attack
5th Power Attack
6th Wheeling Charge
7th Spirited Charge
9th Furious Focus
11th Dreadful Carnage
12th Mounted Blade

Teamwork feats are

1st Precise Strike
9th Outflank

Since he's riding a medium mount (wolf then boar), I avoided the Trample and Mounted Onslaught feats and since Cavaliers are so feat starved compared to fighters, I skipped the Shield Focus-Mounted Shield combo. I also thought about Fearsome Finish but I'm not ready to become a worshipper of Lamashtu.

Thoughts?


1 person marked this as FAQ candidate.

Are these feats basically the same thing?

Dreadful Carnage (Combat)
Slaying an enemy demoralizes your other nearby foes.

Prerequisites: Str 15, Power Attack, Furious Focus, base attack bonus +11.

Benefit: Whenever you reduce an enemy to 0 or fewer hit points, you can make an Intimidate check to demoralize all enemies within 30 feet as a free action. Enemies that cannot see both you and the enemy you reduced to 0 or fewer hit points are unaffected.

And

Gory Finish (Combat)
By drawing upon wells of savagery, you can slay your foe in creative and horrifyingly gruesome manners, intimidating nearby foes.

Prerequisites: Dazzling Display, Weapon Focus.

Benefit: When you use the attack action, you can use a weapon with which you have Weapon Focus to make a single attack at your highest base attack bonus. If you reduce your target to negative hit points, you can spend a swift action to make an Intimidate check to demoralize all foes within 30 feet who could see your attack.
--------------------------------------------------------------------------- --------------------------------------------------------------------------- ----------------------
Less restrictions for Dreadful Carnage but Gory Finsh you can have earlier. I guess my real question is, is there enough of a difference to justify having two feats for the same result? Couldn't we just pick one or the other and leave it at that?

Funny thing, the feat summary chart lists Dreadful Carnage's summary as, "Make a free Intimidate check when you knock down a foe", which I thought meant that if you trip an opponent you got the free intimidate.

That would make them totally different feats, instead of practical carbon copies.

2/5

Wizards receive bonus feats at 5th and 10th level that must be item creation feats, metamagic feats, or Spell Mastery.

Since no item creation feats are allowed in PFS, would it make sense to allow wizards to take a Spell Focus feat instead? Or Spell Penetration?

Otherwise you're forcing the player to take two metamagic feats for a class with only 8 feats, since no one I know would ever consider taking Spell Mastery.

I'm not saying metamagic feats are bad, they're just not something every player wants to use.


Rather than drag a bag full of books and printouts to every Pathfinder game, I have decided to join the 21st century and go electronic.

I was wondering what sort of device anyone would recommend to carry the pdfs, characters sheets, and other gaming related items in digital format.

I'm am looking at things like kindles, tablets, i-pads, and netbooks, pretty much anything that has a 6 hour battery life, or better, and is smaller than a full sized laptop.

Anyone have suggestions?

Gracias.


Expeditious Excavation wrote:

School transmutation [earth]; Level druid 1, sorcerer/wizard 1

CASTINGCasting Time 1 standard action
Components V, S, M (tiny shovel)

EFFECTRange close (25 ft. + 5 ft./2 levels)
Area dirt in a 5-ft. cube
Duration instantaneous
Saving Throw see text; Spell Resistance no

DESCRIPTIONYou can excavate and move earth, dust, and sand up to the size of a 5-foot cube. If you are buried, you may open a 5-foot cube around yourself, but the spell cannot be used for tunneling.

Besides its mundane applications, you can open a 5-foot-deep pit at a creature's feet. A Medium or smaller creature falls prone in the pit unless it succeeds on a Reflex save. With a successful save, it can choose to land harmlessly on its feet in the pit or hop to an adjacent square; this movement does not provoke attacks of opportunity. A creature can escape a 5-foot-deep pit with a DC 5 Climb check. Larger creatures may ignore pits smaller than their size.

The earth excavated by this spell is ordinarily distributed harmlessly across the spell's range, but you may choose to throw up a burst of grit and debris when you dig a pit. This cloud of debris provides concealment to any creatures in the square affected and all adjacent squares for 1 round. Expeditious excavation has no effect on solid rock or earth creatures.

So here's my question. If the guy fails his save and winds up at the bottom of the 5 ft pit, and I leave the dirt dug lining the edge of it.

The next round, if he doesn't climb out, can I cast the spell again and pour the surrounding earth back on top of him? It says I can "move earth up to a 5ft cube", and the area of the spell is a 5 ft cube.

And let's say I can, would he get another reflex save to avoid being knocked prone and buried 5ft deep? If he succeeds, would he be buried standing up?

Thoughts?

2/5

The Bestiary 2 contains many Animals, Magical Beasts, Vermin, Plants, Giants, Elementals, and Dragons.

Now that it's a legal source for PFS, I was wondering if the transmutation spells such as Form of the Dragon, Giant Form, Plant Shape, and Elemental Body will be updated to allow players to use these new forms.

Beast Shape and Vermin Shape already have access to creatures of their respective types in this book due to the wording of those spells, but it would be nice if the rest of the transformation spells did as well.

Don't you think?


From the PRD: wrote:

Holy Symbol, Silver or Wooden

A holy symbol focuses positive energy and is used by good clerics and paladins (or by neutral clerics who want to cast good spells or channel positive energy). Each religion has its own holy symbol.

Unholy Symbols: An unholy symbol is like a holy symbol except that it focuses negative energy and is used by evil clerics (or by neutral clerics who want to cast evil spells or channel negative energy).

So if I'm a neutral cleric, say of Nethys, who plans on casting good and evil spells, I need one of each?

2/5

The Gamemastery Condition Cards pack contains a new spell called "Soothing Word".

I know it's not currently part of the additional resources page but I'd like to bring it to the attention of TPTB so they can consider adding it during the next revision.

Thanks


I think it would be a good idea to allow creatures that can be summoned with the celestial or fiendsih template, by use of the summon monster spells, to be summoned with either the axiomatic ot entropic templates as well.

2/5

I was looking through the "additional resources" page for PFS and can't seem to find the Bestiary 2 listed there anywhere.

There are several familiars and animal companions available in that book, as well as multiple outsiders to use planar ally or binding spells on, are none of them legal for PFS play?

2/5

1 person marked this as FAQ candidate.

I was looking through the CRB while making a new character and am wondering,

Is it only humans that can select any languages to learn with their high intelligence at creation?

It seems to indicate that other races, such as elves, have a limited selection of languages due to high intelligence. It doesn't make much sense that you should be forced to learn orc or gnoll, rather than something useful, such as Thassalonian or Varsian.


We all know that right now when you have two people combing their efforts to do something, you choose one as the primary and any others as assisting.

Often times though the assisters roll far and beyond beats the primary and you still wind up failing even after the +2 is added.

My idea is instead this, you have everyone roll and take the highest number, you add +2 for everyone who makes it over 10 to succeed, and you subtract -2 for everyone involved who fails.

This would represent the combined efforts of everyone sharing in the task who succeeded but take into account anyone who bungled the action and got in the way more than they helped.

2/5

Page 22 of the guide says that players are able to purchase spell casting services during a scenario.

Would this mean I could hire a wizard or priest to cast Planar Ally or Planar Binding and call an outsider animal to me to become my animal companion if I possess that class feature?


I am wondering if it is possible to drink a potion in melee using Slight of Hand to avoid an attack of opportunity? They are small objects (despite popular artwork, the description says they are a 1 oz shot) that are easy to conceal and if the enemy doesn't see what you're doing, they can't react to it.

Or if not SoH, then how about Bluff as a feint? You pretend you are about to swing with one hand and then instead quaff your potion. The enemy, being flat footed and ready to absorb a blow, misses the chance to swing at you.

Thoughts?

2/5

I am curious to know what the average amount of GP you will receive from each chronicle will be as you gain levels.

It seems that tier 1-2 chronicles reward an average of 500 gp, 3-4 give out 1200, 4-5 1800, and 6-7 3200, etc.

I'm still in the lower tiers with my first character but I'd like to start planning ahead for my purchases and would like to know how much the higher tiers reward.

I figue that my average wealth per level should look like this

1st: 1500
2nd: 3000
3rd: 6600
4th: 11,100
5th: 15,600
6th: 25,200
7th: 34,800

Can anyone help me complete the progression out to level 12 or point out any mistakes I have made?


Does anyone think it's possible/feasible/advisable/legal to have MW surgeon's tools to give someone making a Heal check an additional +2?

2/5

Would it make sense to allow characters to use the Heal skill as a day job if they have at least one rank in it?

You're able to provide long term care, treat diseases and wounds, and provide other services that would be in demand as much as any other profession.


I am building an Elven Ranger and I'm taking the Archery Style. I've picked out my feats in advance up to 11th level with an eye as to which feats will be the best to take when they become available, and the most useful ones to take for a general campaign.

I wanted to see what people thought. I'm also interested in hearing what you suggest for further feats as I continue to level.

I will say I have a MW composite longbow and plan on having it enchanted with Seeking, which should reduce the usefulness of Improved Precise Shot and I purposefully did not take Point Blank Shot because it traps you into thinking you alaways need to be within 30ft of the enemy. I have a 110ft short range, not many creatures can charge that in one round, so I may as well use it to feather you.

I'm not taking any of the different types of ranger from the APG, however I am taking Silent Hunter as an Elf. But I digress, this thread is about feats.

1st Weapon Focus (MW Comp LB)
2nd Rapid Shot
3rd Precise Shot, Endurance (Mandatory and free)
5th Deadly Aim
6th Manyshot
7th Vital Strike
9th Improved Critical
10th Point Blank Master
11th Improved Initiative

I reaaaallly am thinking hard about Boon Companion for my Pet, I just don't know where I'd fit it in. Getting it at 5th level makes the most use out of it but then I'd have to ditch Vital Strike or Improved Crit and take Deadly Aim at 7th.

Thoughts? Suggestions?


1 person marked this as FAQ candidate.

Simply put, how much does ammo made from Mithril cost? Arrows, bolts, sling stones, bullets, and everything else that would be considered ammo.

It seems every other special material gives a price for ammo, or makes it easy to figure out, except this one.

2/5

2 people marked this as a favorite.

Kyle Baird (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion Subscriber), Tue, Sep 15, 2009, 01:19 PM Flag | List |

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Deussu wrote:
A question about bows.

If you have a +1 Composite longbow with a strenght bonus of +1, can you upgrade the strength bonus by paying the difference (100 gp per increase)?

Josh, can we get an official answer on this? Seems like not being able to simply upgrade the strength bonus would be a huge penalty for ranged characters who manage to increase their character's strength.

ex. Having a +2 Flaming Composite Longbow Mighty +2, and wanting a +2 Flaming Composite Longbow Mighty +3 would cost the character 8,350 gp!

Joshua J. Frost, Tue, Sep 15, 2009, 02:39 PM Flag | List |

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Upgrade by paying the difference.

James Risner (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion, Modules Subscriber), Tue, Sep 15, 2009, 04:25 PM Flag | List |

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Joshua J. Frost wrote:
Upgrade by paying the difference.

Just to be sure, you are referring to both the Magical (+1 weapon to +2 weapon for 6000 gp) and the non-Magical (Masterwork Composite Longbow of +1 STR to +2 STR for 100 gp) are both available by paying the respective differences, 6000 gp and 100 gp?

Joshua J. Frost, Tue, Sep 15, 2009, 05:11 PM Flag | List |

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In the specific case of bows, yes.

Ok, so I found this in the FAQ and it doesn't seem to have been contradicted anywhere but I wanted to ask a follow up question.

Once you've paid the extra gold to have the Bow adjusted upwards in strength bonus, can it ever be downgraded again to have a lesser bonus? Would that cost an additional 100 gp?

This situation could become necessary if you gain a Belt of Strength, have the bow adjusted for your new bonus, and then lose the belt during an adventure or need to sell it for whatever reason. Or if you wind up taking permanent ability damage that you can't afford to have repaired.


I made this mini for use in our ROTRL campaign and now that it's over I figured I'd pass her on so someone else can enjoy using her to torment and frighten their players.

Black Magga.

Enjoy!


Boneshatter
Source Osirion: Land of Pharoahs 26
School necromancy; Level cleric 5, sorcerer/wizard 4
Casting
Casting Time 1 standard action
Components V, S, M (a broken bone)
Effect
Range close (25 ft. + 5 ft./2 levels)
Target one corporeal creature or object
Duration instantaneous and 1 minute/level (see text)
Saving Throw Fortitude partial (see text); Spell Resistance yes
Description
The target’s bones or exoskeleton shiver and splinter, dealing 1d6 points of damage per caster level (maximum 15d6) to the target, who is also exhausted for 1 minute per caster level from the pain and exertion of the transformation.

If the target makes its save, it takes half damage and is fatigued rather than exhausted. Objects made of bone, chitin, or similar material take half again as much (+50%) damage from this spell. This spell has no effect on creatures that lack both skeletons and hard carapaces.
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Would this spell do the extra +50% damage to a Bone Devil?

Yes, no, maybe, and why you think so.


Does a polymorph spell's (such as form of the dragon) bonus to natural armor stack with a familiars, animal companions, or other creatures (such as a rakshasa's) regular bonus to natural armor in the same way a barkskin spell does?


I was just looking over the wording for the spells such as Beast Shape and Plant Shape and my question is this;

Can you become any creature listed in that type category or only creatures of that type and that size listed for the spell?

For example, Plant Shape I allows you to become a medium plant, let's say a violet fungus since it's medium sized. Can I use Plant Shape II or III to become a Large or Huge Violet Fungus? Plant Shape I to become a medium sized Treant? Or Beast Shape I, could I become a medium sized Tyrannosaurus Rex?

I could go on and on with examples but I hope that conveys my query.


http://s1215.photobucket.com/albums/cc508/Wraithcannon/

Hope you guys enjoy, it was something I made as a surprise for our group, not even the DM knew about it until I handed it too him. I made her after I found a pic of her online.

After we encountered her in Turtleback Ferry my group and I developed kind of a thing for her, you could say she went on our bucket list.

I knew we'd be finding her again after we spent some time chasing down her whereabouts, and the DM made it easy for us by having her gather some minions and begin attacking towns in the area. I like painting minis but I'm not much of a sculptor (this is actually only my third mini) but I knew that this would be a great opportunity to really wow the guys I play with.

While I was sculpting her I also had the idea for a minion for her, so I gathered up an old Ral Partha mini and painted him in the appropriate color scheme. My idea for him was that he was some kind of tiefling or half orc fighter type to help give the party a threatening distraction while they were trying to deal with Magga.

We just had our big battle with her last week and now she's nothing more than a pleasant memory in our campaign journal. I'm kind of at a loss as what to do with her now though, she's a big girl and I don't think we'll be encountering her like again.

Any ideas?

Full Name

Geico All-Hearth

Race

LN Dwarf HP: 45/45 | F: 8 R 5 W 9 (+5 vs spells and poisons) | AC 21 T: 14 FF: 19 CMD 21 | Per + 3 SM + 10 | Init + 5

Classes/Levels

Judgement 2/2, Blessed Correction 3/3, Spell Scent 1/1, Determination 3/3, 1st 5/5 2nd 4/4

Alignment

Lawful Neutral

Deity

Abadar/Prophecies of Kalistrade

Location

Druma

Strength 16
Dexterity 14
Constitution 14
Intelligence 12
Wisdom 16
Charisma 5

About Geico All-Hearth

HP: 45
AC: 21
F: +8 R: +5 W: +9 (+3 vs spells and spell likes and poisons)
CMB: +8 CMD: 21

+1 Silversheen Heavy Pick 1d20 + 9; 1d6 + 7

Mwk Cold Iron Battleaxe 1d20 + 9; 1d8 + 6

Adamantine Warhammer 1d20 + 9; 1d8 + 6

Class Feature:

Reformation Inqusition:
Inspired Rhetoric (Ex): You use your Wisdom modifier in place of your Charisma modifier when making Diplomacy, Intimidate, and Perform (oratory) checks. Perform (oratory) is an inquisitor class skill for you.

Monster Lore (Ex): The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.

Orisons: Inquisitors learn a number of orisons, or 0-level spells, as noted on Table 2–4 under “Spells Known.” These spells are cast like any other spell, but they are not expended when cast and may be used again. Orisons prepared using other spell slots, such as those due to metamagic feats, are expended normally.

Stern Gaze (Ex): Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).

Cunning Initiative (Ex): At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.

Detect Alignment (Sp): At will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time.

Bane (ex): +2/2d6 as swift action

Spell Scent (1/1): When exposed to spell or spell effect, can spend full round action to gain Locate Creature spell vs user

Judgement 2/day, swift action, swift to change

Spell Sage +3: Add Wis bonus to Spellcraft in addition to Int.

Options:
Destruction: +4 damage,

Healing: Fast healing 3

Justice: +2 to attack rolls,

Piercing: +3 to Caster Level and Concentration checks vs target

Protection: +2 to AC

Purity: +2 to Saves

Resiliency: DR/2 magic

Resistance: Energy Resistance 6 (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared)

Smiting: Magic/Law

Determination (Ex): 2/day Free action

Options:
Aggression: The preacher may reroll an attack roll that she just made before the results of the roll are revealed. She must take the result of the reroll, even if it’s worse than the original roll.

Defense: When the inquisitor would be hit by a melee or ranged attack, as an immediate action she may add a +4 insight bonus to her Armor Class against that attack, and if this makes the inquisitor’s AC higher than the opponent’s attack roll, the attack misses.

Warning: When a preacher’s ally within line of sight would be hit by a melee or ranged attack, she may call out a warning to that ally, and the attacker must reroll the attack and use the results of the second roll. The ally must be able to hear the preacher and must not be helpless for this ability to have any effect.

Dwarf Traits:
Craftsman
Stoic Negoatiator
Hardy
Slow but Steady
Stability

Diplomacy: + 14
Intimidate: + 15
Knowledge Arcana: + 12 (15)
Knowledge Dungeoneering: +12 (15)
Knowledge Nature: + 8 (11)
Knowledge Religion: +12 (15)
Knowledge Planes: +9 (12)
Profession: Merchant + 16 (18)
Perception: +3
Sense Motive: +10
Survival: +3

T: Glory of Old: + 1 to Dwarf Saves
T: Mentored: +1 to Profession
1: Breadth of Experience
3: Power Attack

Common, Dwarven, Giant

Spells:
0 (infinite): Guidance, Read Magic, Create Water, Brand, Light, Acid Splash
1 (2/4): Bless, Heightened Awareness, Weapons Against Evil, Cure Light Wounds
HP: 45
AC: 21
F: +8 R: +5 W: +9 (+3 vs spells and spell likes and poisons)
CMB: +8 CMD: 21

+1 Silversheen Heavy Pick 1d20 + 9; 1d6 + 7

Mwk Cold Iron Battleaxe 1d20 + 9; 1d8 + 6

Adamantine Warhammer 1d20 + 9; 1d8 + 6

Class Feature:

Reformation Inqusition:
Inspired Rhetoric (Ex): You use your Wisdom modifier in place of your Charisma modifier when making Diplomacy, Intimidate, and Perform (oratory) checks. Perform (oratory) is an inquisitor class skill for you.

Monster Lore (Ex): The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.

Orisons: Inquisitors learn a number of orisons, or 0-level spells, as noted on Table 2–4 under “Spells Known.” These spells are cast like any other spell, but they are not expended when cast and may be used again. Orisons prepared using other spell slots, such as those due to metamagic feats, are expended normally.

Stern Gaze (Ex): Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).

Cunning Initiative (Ex): At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.

Detect Alignment (Sp): At will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time.

Bane (ex): +2/2d6 as swift action

Knowledgeable Defense +2: +2 Saving Throws and AC vs spells I ID

Spell Scent (1/1): When exposed to spell or spell effect, can spend full round action to gain Locate Creature spell vs user

Judgement 2/day, swift action, swift to change

Spell Sage +3: Add Wis bonus to Spellcraft in addition to Int.

Options:
Destruction: +2, increases to +3 at level 6

Healing: Fast healing 2, increased to 3 at 6

Justice: +1 to attack rolls, +2 at level 5

Piercing: +2 to Caster Level and Concentration checks vs target

Protection: +1 to AC, +2 at level 5

Purity: +1 Saves, +2 level 5.

Resiliency: DR/2 magic

Resistance: Energy Resistance 4 (acid, cold, electricity, fire, or sonic) chosen when the judgment is declaredl inceased to 6 at 6

Smiting: This judgment bathes the inquisitor’s weapons in a divine light. The inquisitor’s weapons count as magic for the purposes of bypassing damage reduction. At 6th level, the inquisitor’s weapons also count as one alignment type (chaotic, evil, good, or lawful) for the purpose of bypassing damage reduction. The type selected must match one of the inquisitor’s alignments. If the inquisitor is neutral, she does not receive this bonus. At 10th level, the inquisitor’s weapons also count as adamantine for the purpose of overcoming damage reduction (but not for reducing hardness).

Determination (Ex): 2/day Free action

Options:
Aggression: The preacher may reroll an attack roll that she just made before the results of the roll are revealed. She must take the result of the reroll, even if it’s worse than the original roll.

Defense: When the inquisitor would be hit by a melee or ranged attack, as an immediate action she may add a +4 insight bonus to her Armor Class against that attack, and if this makes the inquisitor’s AC higher than the opponent’s attack roll, the attack misses.

Warning: When a preacher’s ally within line of sight would be hit by a melee or ranged attack, she may call out a warning to that ally, and the attacker must reroll the attack and use the results of the second roll. The ally must be able to hear the preacher and must not be helpless for this ability to have any effect.

Dwarf Traits:
Craftsman
Stoic Negoatiator
Hardy
Slow but Steady
Stability

Diplomacy: + 14
Intimidate: + 15
Knowledge Arcana: + 12 (15)
Knowledge Dungeoneering: +12 (15)
Knowledge Nature: + 8 (11)
Knowledge Religion: +12 (15)
Knowledge Planes: +9 (12)
Profession: Merchant + 16 (18)
Perception: +3
Sense Motive: +10
Spellcraft: +13
Survival: +3

T: Glory of Old: + 1 to Dwarf Saves
T: Mentored: +1 to Profession
1: Breadth of Experience
3: Power Attack
5: Steel Soul

Common, Dwarven, Giant

Spells:
0 (infinite): Guidance, Create Water, Read Magic, Light, Acid Splash, Detect Magic
1 (5/5): Heightened Awareness, Weapons Against Evil, Cure Light Wounds, Litany of Weakness,
2 (4/4): Blistering Invective (DC 15), Inheritor's Smite, Litany of Defense, Spindrift Spritz