Maezer's page

Pathfinder Rulebook Subscriber. Organized Play Member. 1,188 posts. No reviews. No lists. No wishlists. 9 Organized Play characters.

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Just curious what professions people were thinking of for the icon them.

In a different thread I saw Fashion Police and thought that was awesome. What else is out there?

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Roleplaying Guild Guide?

Whose bright idea was it to leave the 'Pathfinder Society' part of the title off Pathfinder Society Roleplaying Guild Guide in the 'my downloads' section of the web site.

I was just trying to update myself to whatever rule changes there had been in PFS, and lets just say after spending a few minutes going through my downloads searching for 'Society' and 'Organized' I am frustrated enough to make a post about it.

What was wrong with Guide to Pathfinder Society Organized Play anyhow. At least when I saw the title I knew what it was. 'Roleplaying Guild Guide' sounds like a $.99 thrid party pdf I random bought on the spur of the moment.

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Just curious what people use for their miniature as a zen archer. I have preference for pre-painted, but would love to see anything you have hand painted or otherwise.

Thanks in advance.

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Can you please cancel my battle case miniature subscription and remove any preorders of the next set of miniatures. The sticker price is a bit much.

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Is there a sourcebook with more information about the Prophecies of Kalistrade beyond that found in the Inner Sea World Guide?

2 people marked this as FAQ candidate. Answered in the FAQ.
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I can't see any way for this ability to ever trigger. Okay that's not entirely true. But is the ability really only suppose to work for Half-Orcs and Diehards?

But in all other damage dealing situations the Summoner is rendered unconscious and thus the Eidolon dismissed before or simultaneously with the lethal damage so there is no Eidolon present to transfer the damage to. Unless there is some order of operations for handling damage transference to which I don't know.

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I really don't see the need for the line 'This poison can be used no more than once per round.' Its just not the way poison creatures work. If a giant wasp stings or a spider bites you twice in round you get poisoned twice.

It has been restricted it to a single bite or strig attack already. (A change I can understand as I expected to see some 10 tailed stinging eidolons.) And you cannot take the poison ability multie times. I think the once per round is a bit over the top. Though.

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I am not sure if this was an unintentional ommission or not.

In the previous versoin of the play test guide, the Eidolon gained 2 evolution points at every level where it did not gain HD/BAB/Skills points.

In the updated version you altered the HD advancement but not the evolution points gained table. I think this is a mistake, as the old pattern made it feel like the eidolon was still getting better on the dead levels.

This would net the eidolon +1 evolution point at levels 8, 12, 16, and 20. I feel that is it smooths the power growth over levels a bit. If you are concerned about power creep I'd drop the entire table by 1 point (start at 2) but maintain the progression of getting the 2 point increase at levels where the HD does not increase.

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I think the wrong path with limiting Claw attacks on legs was taken. The problem as I saw it was, the creature attacking with every limb leaving it nothing to stand on.

This change doesn't fix that though. The bipedal eidolon can still attach claws to all 4 limbs and do a belly spin (or whatever) to get all claws into combat as primary weapons.

Instead I think the restriction should be, the evolution should be restricted to the not be on the first set of legs. Letting the creature stand/rise up on its first pair of legs, and attack with all other limbs.

I think a better option. Though differing more greatly from the bsaeline is to seperate limbs into locomotion and offensive.

Limbs (locomotion) increase the creatures base speed by 10 feet (but cannot be used as a weapon). The creature has a pair of limbs that facilite its movement abilities, but are poorly suit for attacks. (Possibly only costing on 1 evolution point).

Limbs (offensive). The creature has a pair of limbs well suited to making attacks. (2 points) Then Claws/Slam/Pincers evolution are limited to the number of offensive limbs the eidolon has.

Also considering the adjustment to Max number of natural attacks (and how this has made weapon wielding eidolons so much more powerful) I would consider making Slam the default attack option rather than hands capable of wielding weapons. And make hands capable of wielding weapons cost 1 point akin to claws.

Just my thoughts.

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Do creatures summoned (a Celestial Eagle for example) cast by a LG cleric, gain the 'good' and/or 'lawful' subtype for purposes of penetrating DR/good or DR/lawful?

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Can Gentle Rest be used as one attack as part of full-attack action?

If yes. Can Gentle Rest be used multiple times in a full-attack action to render a living creature asleep after two succesful touch attacks?

rule from p.46
Gentle Rest (Sp): Your touch can fill a creature withn lethargy, causing a living creature to become staggered for 1 round as a melee touch attack. If you touch a staggered living creature, that creature falls asleep for 1 round instead.

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We are rotating characters now with Alpha 3 out, and I am sitting down with the rogue seriously for the first time. This is a minor point but I find it really silly.

Why is the DC for the minor magic and major magic SLA intelligence based? This feels really inconsistant with just about everything.

1st, whatever is fueling these SLAs should really be similar to whatever fuels the rogue use magic device and that is charisma based.

2nd, SLA as a general rule are charisma based. I don't feel a powerful urge to change this general rule.

3rd, consistency. I mean the Wizards school based SLAs and the clerics SLA are based off of charisma and the thief bases their's off of INT. That seems really off to me.

Just my 2 cents.

*Editted to see if the forum goblins might spit it out from never never land.