Babau

Mars Roma's page

**** Pathfinder Society GM. 149 posts (250 including aliases). No reviews. 1 list. No wishlists. 23 Organized Play characters. 2 aliases.


Silver Crusade

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Kodyboy wrote:
This ruling on shields makes them worthless.

If it were accurate, I want it in writing before I take it seriously. i.e., Hardness 5 takes 8 damage, no Dents. 10-14 damage 1 dent, 15+ Damage 2 dents.

It’s a slip of the tongue, I refuse to believe that something that took no damage becomes damaged. Yes read that again, this supposed “ruling” has something that didn’t take ANY damage, TAKE DAMAGE that eventually breaks it if it doesn’t take damage again.

He was under pressure, stress, long day, lack of or too much caffeine, any reasonable excuse over what’s been said. I’d been more than fine if it took a Dent if it was only in excess of Hardness. If this ruling stands, just rework it into something else but this.

[Insert Reasonable Suggestion Here]

Sad they are reworking Dying, but I can understand why, the up and down game was strong last session.

Silver Crusade

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Tectorman wrote:
So items can only have a certain amount of potency or properties depending on how well-made they are. So what happens if I'm a low-level starting character and I can only afford a lesser quality weapon, but it's important to me that that specific weapon (and not some substitute that I come across at higher levels) be the weapon I use for my entire career? Can it be reforged (by me or a hired NPC) into a higher quality weapon? Will the CRB have the Masterwork Transformation spell?

^This^

Sorry if me and Tectorman missed something, but I’d appreciate an answer to this question. Do I really have to Sell my trusty Longsword for a new or used Longsword of greater quality because my Old one can’t support the runes and/or Properties?

Silver Crusade

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Dragonborn3 wrote:
Pathfinder is a permissive rule set that tells you what you can do, not what you can't.
And yet there is an entire Forum dedicated to that. Wish I posted in that forum in order to avoid you having to point that out... oh wait. Question still stands. Or it would if it was not for this post that I just found. Which very annoyingly gives the same answer you did. Technically there’s no “provisio” that you can’t. Rules lean more in favor of being able to lower damage
Quote:
Considering this is a SLA and in all other ways, a spell-like ability functions just like a spell.

as per this and thusly the argument that a Kineticists should be able to lower their damage still stands as spellcasters can lower their caster level when casting spells.

Silver Crusade

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Val'bryn2 wrote:
Nothing indicates that it can.

Oh my god, nothing indicates that you can’t. Your argument works both ways bud. Please contribute something more helpful to the subject matter.

@PossibleCabbage
To be fair you can aim at an empty square 5feet off the ground in the air, and even if you hit you still only do half damage as you said. But the other utility for lowering damage is so when you attack a low level city guard or commoner you don’t want to explode because they took massive damage.

Silver Crusade

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This Thread was actually very helpful. Thanks for pointing the Thread out. Thanks Captain Yesterday super Helpful.

Silver Crusade

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Gisher has it right on the break down. But how to put it all together?
I have made one recently, A Occultist Healer.
Base Occultist, get saints holy regalia Asap. It widens the amount of healing you can do. Then get Implement Mastery, with Curative and Restoration Mastery as Priorities. DO NOT get Flesh Mend Focus Power. Font of healing from the Regalia doesn’t synergize with it. Better off taking Curative Mastery instead. It’s better anyways as it provides more healing than Flesh Mend a day. At least not until later levels(beyond 10th level maybe).
My guy at 5th has a level of versatility to cure wounds, disease, poisons, ability damage, that I didn’t expect an Occultist to have.
You lack ranged Healing, but that’s why I VMC’d Life Oracle. Also buying into Reach Rods will help in that regard. Taking the feat later on will help for sure. So I took the magic Trait Magical Lineage for CMW.

Grand Lodge

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It was an Example. My true Goal was Break Enchantment on Temporal Stasis. so i could clear the vast gulf of space while in Temporal Stasis and have MULTIPLE Contingencies to cast Break Enchantment after a period of time in stasis.

Grand Lodge

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Work with me here. I had it all figured out before, So indulge me on this Journey of rediscovery of why this doesnt/does work.
As an Example: Cast Contingency that Cast Contingency that Cast Contingency to cast Contingency that cast Break Enchantment. To say remove a Mind Wipe or something.

Silver Crusade

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You'd have to take Elemental Whispers at 1st level, to even take a Familiar Archetype if you could. I'd personally like to hear this subject discussed more, to see why people would disagree or agree. I for one think you should be able to take a Familiar Archetype with Kineticists, but you'd have to do it at 1st level like I said.

Silver Crusade

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Have: Custom Order(x2), Adopted Weapon Training, Undine(Dilettante), Oread(Dilettante), Sylph(Dilettante), Ifrit, Ancestral Ally, Magaambyan Dilettante, Expedition Manager, Extra Trait, Expanded Narrative, and Minis/Maps/Modules/Adventure Paths,.

WANT: Skin Walker! I've wanted to play a Shark Since Blood of Moon came out in 2013! I beg for this on my KNEES! Whats even funnier is that I have a Phobia of Sharks.

Silver Crusade

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5,020 is Hellishly to low.
I Respect James Jacobs input on this. But I now have a few players that are arguing with me on this. Some even go as far to say "He's only the creative Director, Now if Mark or Mike say anything we'll listen" and that irks me. I've told them to respect the ruling but they Ignore me and continue to buy and use the weapon at the Incorrect Price. This is for PFS play btw. I HATE to ask, as I know what that implies, but is there any chance we can get a Second Opinion on this?

Silver Crusade

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Lirgen. Well more what happened to the people who used to live there. C'mon they where a COUNTRY of Astronomers. So much Potential.

Silver Crusade

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Curse YOU. Stupid Browser games ;p

Silver Crusade

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If its Pacific Coast Time Zone like Seattle. Then we have An hour 19min from time of this post.

Silver Crusade

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Skinwalkers, Specifically Wereshark-Kin. Not legal, Just... more boons, I'm fully aware of their Charity boon status as of Gen Con 2014. Which greatly saddened me. As I was expecting them to be a kind of racial boon given out to GM's this year till next Gen Con. Like the Elemental Races. Heck they could make it even more awesome and just release the ability to play only one kind of Skinwalker. Like a Boon for Werebears or Weretigers.
I Had a build in mind along the Shark theme. A one strike tons of Damage kind of build where I'd add like bleed damage and eventually count my unarmed Strikes as B,P, AND S. Then Pummeling Strike came out and I was stoked, Sadly the same time the ACG came out I found out about the Charity thing.
I'll wait to see what happens in the next 2-3 years and give up hope of ever making one for society play.

Silver Crusade

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http://paizo.com/paizo/blog/v5748dyo5lghy?Year-of-the-Sky-Key-QA

How does hardness work for creatures? Does energy damage such as cold deal half damage to creatures with hardness (Pathfinder RPG Core Rulebook 173-174) even before applying the flat numerical reduction?
When a creature with hardness sustains damage, subtract its hardness from the damage dealt. The rules for halving damage, doubling damage, dealing damage with ineffective tools, immunities, and the like only apply to damaging inanimate objects

Silver Crusade

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Listed Below are all the available poisons to Alchemists, Ninjas, and Poisoner Rogues. As listed in the Additional Resources.
This list was made for the convenience of those who play Pathfinder Society Organized Play, to help save time and help show player options concerning Poisons. (suck-it Trebek).

Listed as Follows:
Name; Contraction(Cnt= Contact, Inj= Injury, Ings= Ingested) Difficulty Class(Fortitude Based, unless otherwise noted); Onset(- means Immediate); Frequency; Effect(mostly damage, unless otherwise noted); number of saves to cure; Price.(listed as Cheapest to most expensive, save that, then listed as most effective)

Small centipede poison; Inj; DC 11; Onset—; 1/rd. for 4rds; 1 Dex; 1 save; 90gp

Bloodroot; Inj; DC 12; Onset 1 rd; 1/rd. for 4rds; 1 Con and 1 Wis and confusion 1 rd; 1 save; 100gp

Greenblood oil; Inj; DC 13; Onset—; 1/rd. for 4rds; 1 Con; 1 save; 100gp

Black adder venom; Inj; DC 11; Onset—; 1/rd for 6rds; 1d2 Con; 1 save; 120gp

Medium spider venom; Inj; DC 14; Onset—; 1/rd. for 4rds; 1d2 Str; 1 save; 150gp

Large scorpion venom; Inj; DC 17; Onset—; 1/rd. for 6rds; 1d2 Str; 1 save; 200gp

Giant wasp poison; Inj; DC 18; Onset—; 1/rd. for 6rds; 1d2 Dex; 1 save; 210gp

Shadow essence; Inj; DC 17; Onset—; 1/rd. for 6rds; 1 Str drain/1d2 Str; 1 save; 250gp

Malyass root paste; Cnt; DC 16; Onset 1min; 1/min. for 6min; 1d2 Dex; 1 save; 250gp

Terinav root; Cnt; DC 16; Onset 1min; 1/min. for 6min; 1d3 Dex; 1 save; 400gp

Nitharit; Cnt; DC 13; Onset 1min; 1/min. for 6min; 1d3 Con; 1 save; 650gp

Rainbow Jellyfish Toxin; Cnt; Inj; DC 14; Onset-; 1/rd for 2rds; Initial: Staggered 1d6rds; Secondary: Paralyzed 1d6Min; 1 save; 400gp

Fiddleback Venom; Inj; Ings; DC 13; Onset 1min; 1/min for 6min; Initial: Nauseated 1d4rds; Secondary: 1d3 Str, 1d4 Con; 2 saves 500gp

Cockatrice Spit; Cnt; Inj; Ings; DC 12; Onset-; 1/rd for 4rds; 1d2 Dex damage (Special, See below); 1 save; 1,000gp

Hag Spit; Inj; Ings; DC 16; Onset-; 1/rd for 6rds; Initial: Blindness 1d10rds; Secondary: 1d4 Wis; 2 saves; 1,500gp

Cockatrice spit is special in the fact a creature who takes Dexterity damage equal to its Dexterity score from this poison becomes petrified but each day, can attempt a new DC 12 Fortitude save to become unpetrified with minus 1 to their Dex Score.(can you Coup de Grace a petrified target?)

Poisons explained briefly.
Contact poisons can be used on weapons, but come on average of a 1min(10 ROUNDS) onset, to the effect that when you simply hit with that weapon the target is poisoned and needs to make a save.
Each of these Doses no matter what you apply them to, are one time use, so no multiple applications to a handful of bolts, Shuriken, etc,. from a single dose. Just that one piece of ammunition for one dose(Lame, I know).
Onset occurs the moment poisons are contracted, meaning they save when contracted, Contractors DO NOT get another save when the onset is up. I.E. Onest of 1min gets a save when contracted, if the save failed, 1min later the poison goes into effect(1d4 dex, str, etc,.).
Frequency means when the next round, min, etc,. occurs they get a new save against the poison. Failed means Immediate effect. i.e. 1/rd for 6rds equals 6 saves at the start of those rounds after the initial onset.
No onset means immediate Save or fail to resist poison effect upon contraction.
The "Initial" and "Secondary" effects occur, respectively, on the first and second round of contraction. i.e. injury/contact/onset: Save or be Blind for 1d6 rounds, round following: save or be Paralyzed for 1d6min.

Recommended for Builds:
Rogue Talent: Swift Poison: Move Action to apply a single dose of poison, as opposed to a standard action, to a weapon/ammunition.(ref. Advanced Player's Guide pg. 1)
Religion Trait: Potent Concoctions: Pick two Poisons, when inflicting these poisons (I recommend Shadow Essence and Giant Wasp Poison) add +1 to the DC to resist them. Down side you have to worship a giant Mosquito (ref. Faiths of Corruption pg. 19).

If you have any suggestions, questions or noticed i got something wrong please let me know and I'll update the Thread.