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I'm mostly sure I read a statement that Paizo was going to make the module maps interactive. They would work backwards towards older modules. Assuming I'm not imagining things is this still an ongoing project? If so is there an estimated date of completion. PS: This supposed to included PF 1 modules from what I understood.
Disclaimer: This might belong in general discussion. I've noticed over the years that many of the disagreements about the rules come down to whether those debating see the rules as "What the devs intended" vs "These words are used and intent doesn't matter". When I first got here most people were going by intent, but that was over 10 years ago. However if I'm helping someone in the forums and they don't specify I'd like to know what PoV I should use.
I've searched online and I have no answer so I'm asking here. Was the partnership with Owlbear or whatever they're called a one game commitment, or do they have exclusive rights to making Paizo games for X number of games or X number of years? I'm not going to say anything positive or negative about the arrangement either way. I'm just curious.
I wanted some other opinions on this. I've never felt like the drow noble had enough of an advantage over the basic drow race or any of the standard PC races to count it as a +1 to the CR of the creature. It's effectively trading a class level.<---That is my current view. If the drow noble had see in darkness that might warrant it, at least in areas of darkness. If there is a strategy that you can use with nobles that make them more effective that normal drow then I'm all ears. I know about the increased SR. I don't care for the book version. I do allow monsters to drop it as an immediate action so it doesn't interfere with friendly spells. However it stays down until the beginning of their next turn. Otherwise I see it as a trap ability, particularly for monsters/creatures that work in a party. PS: I did't put this in the homebrew section because the goal of this post is not so much for me to change any rules, but see if others are running drow nobles in a way that I'm not, and then I'll see what I'll do about the race.
The stat block has the Kyton with poison as one of it's special attacks, but there is no poison description. Is the poison being listed a typo, or was there supposed to be a poison added, but it never got added? Interlocutor stat block:
LE Large outsider (evil, extraplanar, kyton, lawful) Init +7; Senses darkvision 60 ft.; Perception +23 DEFENSE AC 26, touch 13, flat-footed 22 (+3 Dex, +1 dodge, +13 natural, –1 size) hp 147 (14d10+70); regeneration 5 (good weapons and spells, silver weapons) Fort +14, Ref +9, Will +17 DR 10/silver or good; Immune cold; SR 23 OFFENSE Speed 40 ft. Melee 4 claws +20 (1d8+7/19–20 plus bleed) Space 10 ft.; Reach 10 ft. Special Attacks bleed (1d6), poison, rend (2 claws, 1d8+7), surgical strikes, unnerving gaze (30 ft.; DC 22) Spell-Like Abilities (CL 14th; concentration +19) At will—bleed (DC 15), plane shift (from the Material Plane to the Plane of Shadow Plane, self only), stabilize 3/day—cure serious wounds, restoration 1/day—breath of life STATISTICS Str 24, Dex 17, Con 21, Int 15, Wis 22, Cha 20 Base Atk +14; CMB +22; CMD 36 (38 vs. trip) Feats Cleave, Combat Reflexes, Dodge, Improved Initiative, Iron Will, Lightning Reflexes, Power Attack Skills Heal +23, Intimidate +22, Knowledge (arcana, local, religion) +9, Knowledge (dungeoneering, nature, planes) +12, Perception +23, Sense Motive +23, Stealth +16 Languages Common, Infernal ECOLOGY Environment any (Plane of Shadow) Organization solitary, pair, or gang (3–5) Treasure standard SPECIAL ABILITIES Surgical Strikes (Ex) An interlocutor's claws threaten a critical hit on a roll of 19–20. On a successful critical hit, that claw deals 2d6 bleed damage rather than 1d6. Unnerving Gaze (Ex) A creature that succumbs to an eremite's unnerving gaze becomes staggered for 1 round as it becomes convinced that it recognizes some of its own body parts entangled in the interlocutor's body.
I'm posting this so it can be FAQ'd and fixed, hopefully making one of the final rounds of FAQ's before Paizo moves 100% over to PF2.
The arcana skill says "Once you discover that an item, location, or
What does Paizo mean by "ongoing", and what is the time need to identify a spell as it's being cast? I have more questions, but I'll stop here to avoid having too many topics under one post. I haven't read the book from cover to cover so I may have overlooked the information.
At the bottom of page 301 it says "Blindsight is a precise sense other than vision, such as echolocation, that a creature can use to perceive details in a
After "As", which makes it seem like the description should go to the next page, it doesn't continue. Of course "As" could be something that was never intended to be printed.
In PF illusion spells were foiled by spellcraft, and low level detect spells such as detect magic and detect <insert alignment>. During a recent live playtest this was stated: "The only way the illusion is detected is if it is lower-level than the detection spell. If it is of the same level, it is unnoticed." I personally welcome this change. I know detect magic too 3 round to foil an illusion, but now they'll be better off. Does anyone else think this was a good idea?
Many of the definitions that were printed in 3.5 didn't make it over to Pathfinder despite them having the same meaning. I think that if we port PF 1.0 game terms and 3.5 legacy game terms over to PF 2.0 they should be in the glossary. I would also like for common verbage such as "precision damage" that appear a lot, to have an actual place in the glossary. While we're at it we need to do something to separate flavor text from mechanical text and clarify that flavor text is not rules text, and it's mutable(aka artistic interpretation) more than anything that is to be followed. My suggestion would be to italicize flavor text. For spells the flavor text can be over the mechanical text, like it is for feats. It also stops GM's from trying to use flavor text against a player and claim "it's the rules". Of course as the GM he can make any rules he wants, but pretending it's official rules should not be encouraged.
Have there been any good crossbow builds on here?
Multiclassing is ok. I will even do the DPR math if someone has links. I just don't want to dig through every Pathfinder book in existence since I'm not even currently in a position to create a new character for an actual game.
There are two bloodline arcanas that are in dispute right now. As always the specific FAQ question is bolded below. Quote: Impossible Bloodline: "Bloodline Arcana: Constructs are susceptible to your enchantment (compulsion) spells as if they were not mindaffecting. Constructs are treated as living creatures for the purposes of determining which spells affect them." Quote: Undead Bloodline: "Bloodline Arcana: Some undead are susceptible to your mind-affecting spells. Corporeal undead that were once humanoids are treated as humanoids for the purposes of determining which spells affect them." The examples below are not going to account for mind effecting spells since there is no disagreement there. Belief 1: Any spell that effect living creatures now effects constructs or undead. As an example Ray of Exhaustion would work because living things can be exhausted, even though normally undead and constructs are immune to it. Belief 2: These arcanas allow for things that specifically call out living creatures such as slay living and brilliant inspiration brilliant inspiration wrote:
slay living wrote:
Here is the specific FAQ question. Does the Impossible Bloodline Arcana, and the Undead Bloodline Arcana allow constructs and undead to be effected by spells they would normally be immune to just because that effect would work against a living creature? Or is the intent only for things such as Brilliant Inspiration to effect them, which specifically calls out living creatures? PS: Feel free to answer these in separate FAQ's. Since they are similar I just put them both into one FAQ.
The question has come up in this thread concerning mindless creatures using spells and SLA's. Some mindless creatures can use spells and SLA, but these are the original forms of the creatures. Can a creature such as a dragon that naturally has spells and/or SLA's, but was altered by the skeleton or zombie template use them? The question to be FAQ'd is the bolded question.
I know Paizo will not give an official answer, and I understand why. Some people will just nitpick it to death based on what Paizo does with PF does in the future, and based on their own preferences. Did any of you try to come up with anything yet? For now I am torn between coming up with something. It is really an idea I had over 10 years ago, but never finished fleshing out, and just looking at SF as its own thing, just like if I was playing a Star Wars game I would ignore any time before those civilizations had space travel.
There is a question in this post about the step up feat. The idea is that some think you can use the Step Up feat even if you can't see the opponent move, nor did you have any other method of knowing they moved. As always the actual FAQ question I am posting is in bold.
Can a character who can't perceive(likely see) the action of the opponent that the ability allows them to react to use that ability if that ability is reaction based. Examples are the Step Up feat which react to movement or similar abilities such as Opportune Parry and Riposte which allow reactions to an attack. The argument from what I understand is that Step Up does not specifically say you have to perceive the opponent to use the feat. The counter argument is that you can't react to a foe you can't perceive. The same logic(you don't need to perceive them) would likely apply to other abilities for those who say perceiving is not a factor. Examples of abilities this FAQ would effect: prd wrote:
Quote: Opportune Parry and Riposte (Ex): At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on this roll. If her result is greater than the attacking creature's result, the creature's attack automatically misses. The swashbuckler must declare the use of this ability after the creature's attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach. This deed's cost cannot be reduced by any ability or effect that reduces the number of panache points a deed costs.
The actual FAQ question is bolded. Do the figments created by mirror image gain the benefit of effects that give a miss chance to the caster if the images and the caster are both visible to the attacker? Viewpoint 1:
Viewpoint 2: You always get to destroy the images if you roll high enough on the d20 attack roll. Only if the caster is randomly chosen does miss chance come into play. Blur is a good spell to use as an example.
If an attack of opportunity disrupts your action can you change your action if the initial action can't be completed? Examples:
If I decide to move, and get tripped can I use that move action to do something else instead, such as stand up?
This has cone up several times, and no answer has been given. I know how I think it works, but that won't settle any debates. As always the actual FAQ question will be at the bottom of this post. The rules state the following. Quote:
This just gives us the knowledge that the invisible creature is somewhere in the area. The rules then go on to tell us how to find the actual square the creature is in instead of just knowing it is around. Quote:
So now we know it is a base DC of 40 to find the square before any other modifiers come into play. However it doesn't end there.
Invisibility table wrote:
That pushed the base DC up to 60 if they are not moving. Once again this tale is still not over. If you are using stealth you also get to add your stealth roll to either the +40 or +60 DC Invisibility table wrote:
So the DC is either 40+stealth or 60+stealth. The above is not counting other modifiers that can give a penalty to the perception DC such as being in combat or moving at full speed. FAQ Question:
The actual FAQ question is bolded at the bottom. One argument is that the sneak attack damage is completely separate from the spell damage. Another argument is that sneak attack damage deals whatever type of damage the spell deals and is therefore part of the spell's damage. In addition this FAQ has a save for a fireball with sneak attack added which makes it seem like it could be part of the spell's damage. FAQ wrote:
Of course this could also be a special case for this PrC, and not a general rule for any other instance of sneak attack being combined with spells. Do metamagic feats such as empower and maximize apply to the sneak attack damage that occurs when it is used with a spell?
The actual question is bolded at the bottom. Everything else is just evidence to support a possible point. In addition I do not have access to the Ultimate Intrigue so if it has more information I do not have it. Whatever you think the answer is I would like for you to press the FAQ button. Thanks.
The CRB says: Quote: Action: Most Perception checks are reactive, made in response to observable stimulus. Intentionally searching for stimulus is a move action. However "observable stimulus" has never really ever been explained. Many of use who came from 3.5 assumed that you must intentionally look for a trap or hidden door, but the rules dont really say that. The unchained book which changes how actions work says the following: Quote: Search: You use Perception to search a room for salient hidden creatures or clues, or you make a detailed search of a 10-foot-square area to detect traps, triggers, hidden objects, or footprints. When you search an area, this action has the complex subtype That shows evidence that the move action is the intent, but it is not absolute proof. Later Mark(game rules designer) says: Quote: While the other designers have told me it was an omission, we certainly need to state it and rectify the omission, to prevent the confusion that has led to the current state of affairs. In my mind, Unchained is a good start. I'll try to get it up on the FAQ for a wider audience as well! This still does not make it a 100% certifiable rule since it was not actually written that way. The goal of this post is to get an answer as to whether or not the Unchained book saying that checks for traps and limited to a 10 foot area is accurate. Now I have to write the question so it can be FAQ'd. Is it correct that the rules for searching for a trap, hidden door and similar things require a move action, and limit you to checking a 10 foot area?
I am not putting this in the rules section because I am just curious as to how many people enforce this with reach weapons or monsters that have reach. The rule:
Quote:
I have never enforced this, even after I found out about it, and no GM I have played under has ever enforced it. I was wondering if it is strange(abnormal) that I have never seen this enforced or if this is one of those rules that nobody(not literally) cares to use.
Does Dimensional Slide require only a move action or is the intent to actually move(change location) even when not withdrawing? Quote: Dimensional Slide (Su): The arcanist can expend 1 point from her arcane reservoir to create a dimensional crack that she can step through to reach another location. This ability is used as part of a move action or withdraw action, allowing her to move up to 10 feet per arcanist level to any location she can see. This counts as 5 feet of movement. She can only use this ability once per round. She does not provoke attacks of opportunity when moving in this way, but any other movement she attempts as part of her move action provokes as normal. PS: Withdraw is actually mentioned as a withdraw action<---Just wanted to point out that while it actually uses a full round action it uses that term(withdraw action) in the book. Hopefully this avoids any derails.
A prepared caster such as a wizard or cleric can prepared a lower level spell in a higher level slot. A spontaneous caster can use a higher level slot to cast a slot level spell. Quote: A spellcaster always has the option to fill a higher-level spell slot with a lower-level spell. Can the arcanist cast a spell prepared as a 3rd level spell using one of his higher level daily allotment of spells. As an example could I cast fireball(3rd level spell) with one of my daily slots that is assigned to 4th level spells?
It seems as if some people are not clear on how rings are activated so I am posting this FAQ in order to get a final answer. The ring specific rules for activation are as follows. Quote: Activation: A ring's ability is usually activated by a spoken command word (a standard action that does not provoke attacks of opportunity) or its effects work continually. Some rings have unusual activations, as mentioned in the ring's specific description. Are the methods to activating a ring limited to command words, the effect continually being in place, and whatever method would be described in a ring's specific description? If a ring just says it has to be activated, but does not specifically say "on command" or have a special method of activation listed how is that ring activated? An example of this is the ring of invisibility which just says "By activating this simple silver ring, the wearer can benefit from invisibility, as the spell". .
The specific FAQ question is bolded at the bottom. The entry in the APG says that "Many traits grant a new type of bonus: a "trait" bonus. Trait bonuses do not stack". However, there are traits such as Ease of Faith which do not specifically call out a bonus given by a trait as a trait bonus.
Quote: Your mentor, the person who invested your faith in you from an early age, took steps to ensure that you understood that what powers your divine magic is no different than that which powers the magic of other religions. This philosophy makes it easier for you to interact with others who may not share your views. You gain a +1 bonus on Diplomacy checks, and Diplomacy is always a class skill for you. Are we to assume that all bonuses given by a trait or trait bonuses unless specifically called out as untyped or another type of bonus? Or, is a bonus given by a trait not a trait bonus unless it is specifically identified as a trait bonus in the rules text?
If I gain the ability such as a feat or class feature that allows me to perform an act by using a faster action instead am I restricted to only the faster action? Examples(the following are not actual abilities that exist officially): Quick Finish
Item Retrieval
A question has come up a few times on the forums, and the rules don't exactly allow it, but they do hint towards it. CRB wrote: An action's type essentially tells you how long the action takes to perform Here is the exact question. Can you use an action type to perform an act that is normally assigned to an action type that normally takes up less time? If the answer is yes then I have "bonus considerations" at the bottom of this post. Examples: Can I use a standard or move action to do an act that normally requires a swift action? Cam I use a standard or move action to do an act that normally requires an immediate action. --------------------
Round 1: I use my immediate action to do something. By the rules I lose my swift action on my next turn if the immediate action is taken between turns. Round 2: I want to use my move or standard action to do an act that normally requires a swift action.
1. "If I can use a move action to perform a swift action can I still do so when I am limited to only a move action such as from the nauseated condition? 2. If I use a Swift action in a round, can I use a Move or Standard action to perform another act that calls for a swift action? PS: It is understood that a standard action can be used for a move action. This FAQ is more about replacing swift and immediate actions.
Before I get started I want to make a something clear. 1. This post is not about which one is better. More on that below. It will be bolded. 2. If this is in the wrong section feel free to flag it and have it moved to another section. The phrase "if you roleplayed instead of rollplayed" or any similar phrase is offensive, even if you don't mean for it to be, and it should not be used here. It implies a "one correct way to play the game" perspective. Aligning yourself more or less with the rules or being in character is not a better or worse way to play no matter where you fall on the spectrum. It is only a preference. If you say or imply that if someone were to be less mechanically efficient and/or worry more about the personality aspect of the character they would have more fun as if it is a fact, that is not much better. In case anyone wants to try the, "but it's not against the rules or guidelines so it is ok" approach. community guidelines wrote: There are all kinds of gamers here on paizo.com. Use of derogatory labels for other gamers can be hurtful and isolate others who enjoy different styles of play. You may find yourself in a debate on our messageboards, and disagreements are bound to happen. Focus on challenging the idea, rather than the others in the conversation. Remember that there’s another person on the other side of the screen. Please help us keep it fun! That is all. PS: That is not nearly as long as I thought it was going to be.
About Xylian XuuvatsXylian Xuuvats
Combat Gear: Advanced Lashunta Tempweave (+9 EAC, +10 KAC, +6 Dex, 0 ACP)(Thermal Regulator, Infrared Sensor) ; Sci-Shield Unit (Battery 2: 40/40) (+10 EAC, +11 KAC, +2 Dex, -3 ACP, 25 Speed, 16 STR, 1d10P, Large, 40 Charges 1/Hr)(Automated Loader, Light Projector) Other Gear: Reconfigurable Clothing (Environmental Clothing (Cold, Hot, Radiation, Zero G), Professional Clothing (Scientist), mindlink circlet mk I, 1x mk1 serum of healing (1d8 Hit Points), Purple Nanite Hypopen (Remove Condition), Tier 1 Stimulant (Remove Fatigue/Exhaustion 1d4 rnds), Tier 1 Stimulant (Remove Fatigue/Exhaustion 1d4 rnds), credstick (748); (gear clamp (2)), basic medkit, gear maintenance kit, industrial backpack Augmentations custom rig, Synaptic Accelerator (+2 Dex) In Storage: proog Feats Heavy Weapon Proficiency, Powered Armor Proficiency, Skill Focus (physical science), Skill Synergy (culture, life science), Versatile Specialization, Weapon Focus (longarms) Other Abilities
Artificial Intelligence: Exocortex Bypass (+2): You are skilled at getting inside computer systems and electronic devices. At 1st level, you gain a +1 insight bonus to Computers and Engineering skill checks. At 5th level, every 4 levels thereafter, and at 20th level, this bonus increases by 1. Custom Rig: You always count as having the appropriate tool or basic kit for any Computers or Engineering skill check you attempt. Combat Tracking (Move Action): Treat Mechanic level as BAB. Crafting Savant (Theme 6): You’ve mastered the art of putting together technological armor and weapons from a variety of components. While equipment you construct certainly has your flair, it’s also clear that you can accomplish great feats of construction. When calculating the number of ranks you have in a skill necessary to construct a technological (not magic or hybrid) item, increase that number by 1. This allows you to construct technological equipment of up to your character level + 1. Expert Rig: Your custom rig has improved. Whenever you use your custom rig to successfully hack into a computer, you can also disable one countermeasure installed in the system (except firewalls). In addition, your custom rig can now be used as any engineering or hacking specialty kit of item level 6th or lower, and it has the features of a computer with a tier equal to half your level with the artificial personality, hardened, or security I upgrade module. It also has an audio/video recorder. You can add extra modules or countermeasures to your custom rig at the normal prices. You can also use your custom rig to communicate over an encrypted channel with your ship, allowing you to access your ship’s downloaded data sets and transponder (see page 430) at a range of 5 miles. If you have a drone, you can issue commands to or directly control your drone at the same range. Memory Module: Once per day, as a reaction while not in combat, you can reroll a failed skill check to recall knowledge. In addition, your exocortex grants you the Skill Focus (Physical Science) feat as a bonus feat. You can’t use your exocortex’s memory module while combat tracking is activated. Every time you gain a mechanic level, you can rebuild your exocortex’s memory module, replacing the exocortex’s bonus Skill Focus feat with Skill Focus in a different skill. Miracle Worker: As a move action, you can repair damage to a starship’s systems or modify a suit of armor or weapon to function more efficiently. To use this ability, you must be able to handle the item affected without impediment. You can use this ability once per day at 7th level, plus one additional time per day for every 4 mechanic levels you have beyond 7th. The exact effect of this ability depends on the object or system you are modifying.
Overcharge (Mechanic Trick): As a standard action, you can use your custom rig to overcharge and attack with a ranged energy weapon or a melee weapon with the powered special property (see page 181) that you’re holding. If you hit, you deal 1d6 additional damage of the same type the weapon normally deals. This attack uses three times as many charges from the battery or power cell as normal and can’t be used if the weapon doesn’t have enough charges. This trick has no effect on a weapon without a battery or power cell. You can instead use this ability as a move action on a touched powered weapon that is unattended or attended by an ally to grant the same effect to that weapon’s next attack before the beginning of your next turn. Overclocking (Mechanic Trick): You have augmented the performance of your AI for maximum response timing. You gain a +2 insight bonus to initiative checks, and either you (if you have an exocortex) or your drone (if you have a drone) gains a +2 insight bonus to Reflex saves. Overload: As a standard action, you can cause a short in an electronic device, including most ranged energy weapons, melee weapons with the powered special property, or a single armor upgrade. This makes the device nonfunctional for 1 round. Overload doesn’t cause a locked door, safe, or other device to open, but it prevents anyone from opening it for 1 round. You must be adjacent to the device to use this ability. If you have a drone, you can instead use this ability on an electronic device adjacent to your drone. If you have an exocortex with the wireless hack ability, you can instead use this ability on any electronic device within range of your exocortex’s wireless hack. If you use overload on an item or armor upgrade in someone’s possession, the owner can attempt a Reflex saving throw to negate the effect (DC = 10 + half your mechanic level + your Intelligence modifier). Overload doesn’t affect androids, cybernetics, drones, powered armor, robots, or creatures with the technological subtype (all of which have shielding against this sort of attack), or items larger than Medium. Once a device has been successfully overloaded, a residual static charge prevents that device from being overloaded again for 1 minute. Remote Hack (DC 24): You can use your custom rig to attempt Computers and Engineering skill checks at a range of 20 feet. At 7th level and every 2 levels thereafter, this range increases by 10 feet. A target of this ability (or a creature attending or observing your target) can attempt a Perception or Sense Motive check (DC = 10 + 1-1/2 × your mechanic level + your Intelligence modifier) to determine that you are the origin of this activity. Twin Tracking You can designate two targets for your exocortex to track, increasing your base attack bonus against each. You can designate both targets with a single move action, but you must be able to see them both at that time. Visual Data Processor (Mechanic Trick): You notice even the smallest shifts in movement, temperature, and vibration, gaining the insight bonus from your bypass class feature to Perception skill checks. Wireless Hack: On any round you don’t use combat tracking, your exocortex can access another computer system within 20 feet, allowing it to attempt a Computers check against that computer each round, using your skill bonus. This counts as a standard action for the purpose of the Computers skill. You must remain within 20 feet of the computer system for the entire time your exocortex is interacting with the computer. If the task requires multiple actions (or even rounds) to accomplish, you can spend your actions to work in concert with your exocortex, counting both your action and the exocortex’s effective standard action toward the total time required. If you don’t have the remote hack class feature, you must be adjacent to the computer to attempt your checks --------------------
Scrappy (1/day) (Ex) Generations of living together in underground shelters and under the constant threat of enormous creatures have taught damais to work together against all odds. Once per day, as long as an ally is within 10 feet, a damai can reroll a failed attack roll or saving throw. Xylian Shopping List:
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