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While Pirate Rob is correct that the only prerequisite for Wavetouched Paragon is that you are Bonuwat ethnicity, that only applies if you taking the feat at level 5 or above. If you are trying to use the special clause to take the feat at 1st level by also having the Bonuwat Wavetouched background, the background requires you be from the Mwangi Expanse region. Mediogalti Island is NOT part of the Mwangi Expanse region, it is part of the High Seas region.

Not sure if that is exactly what you were asking but I hope this helps.


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Outl wrote:

I have doubts about items that were reprinted, but not with the same name. One of my characters had, among its items, a Staff of Divination, Winged Boots, and a Hat of the Magi (Greater).

I'm pretty sure the Staff of Divination needs to be changed to a Staff of the Unblinking Eye.

Should the Winged Boots be changed to Winged Sandals? Or is it optional?

Should the Hat of the Magi (Greater) be changed to a Mage's Hat (Greater)? Or is that an unwarranted upgrade?

I believe what you are looking for is the Withdrawn Items tables.

At a quick glance it looks like only the Staff of Divination needs to be replaced.


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graystone wrote:
Now if you're playing PFS, they have an extra rule for this: "Any spells which require metal to function require the PC to be holding at least one chunk of that metal or an item made of that metal."

Just wanted to point out that this requirement has since been updated.

Additional Resources: Character Options wrote:
[UPDATED] Any spells which require metal to function (such as needle darts [page 144]) require the PC to be in possession of at least one chunk of that metal or an item made of that metal.


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I have stumbled across this again with the release of GM Core as the Aeon stones listed there are still uncommon and the PFS character options do not grant PFS agents access to them. To make matters worse, at this point in time, there is no an Avid Collector boon for GM Core so there is no way to gain access to these Aeon stones.


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The Additional Resources: Character Options page has this covered for Pathfinder Society:

Player Core Clarifications wrote:
The nephilim trait is interchangeable with either the aasimar or tiefling trait and vice versa, but aasimar characters may not treat that trait as interchangeable with the tiefling trait (or vice versa).


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aobst128 wrote:
It was clarified at some point by a developer I think. Can't recall exactly where or by who though.

It was Logan Bonner on the How It's Played YouTube channel. Here is the link.


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After how long the discussion has raged on, I am shocked to see that no one has mentioned wanting to get a clarification on whether making a Strike with a Reload 0 weapon should inherit the traits of the Interact action (such as Manipulate) that other Reload weapons have to perform.

Specific questions that I see commonly asked are:

  • Does shooting a bow while Grabbed require a flat check?
  • Do reactions that don't already trigger on ranged attack trigger because you are reloading?
  • Is Mobile Shot Stance pointless if a Strike triggers a reaction because of reloading?


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I guess my response was a little brief...

The quote I posted was intended as evidence that you cannot get both effects from a single feint, you must choose one or the other.

As much as I would love an extended Overextending Feint on my Scoundrel, my understanding of the rules as written wouldn't allow it. The Scoundrel racket effectively changes the Success and Critical Success clauses of the Feint action. The Overextending Feint feat lets you choose to use the Success and Critical Success clauses listed in the feat instead of any other effect when you Feint.

To summarise, this would mean that when a Scoundrel with Overextending Feint uses the Feint action they can choose from the following success effects:

Critical Success The target is flat-footed against all melee attacks until the end of your next turn, not just yours.
Success The target is flat-footed against melee attacks you attempt against it until the end of your next turn.

OR

Critical Success The target takes a –2 circumstance penalty to all attack rolls against you before the end of its next turn.
Success The target takes a –2 circumstance penalty to its next attack roll against you before the end of its next turn.

As a general rule, I have found that the least favourable interpretation is usually the correct one 9 times out of 10.


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Megistone wrote:
The good point of Flashback is that it's a free action (and it's missing the trigger, by the way).

It's perfectly valid for a free action to not have a trigger:

Core Rulebook Page 461 wrote:
A free action with no trigger follows the same rules as a single action (except the action cost), and a free action with a trigger follows the same rules as a reaction (except the reaction cost).


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Pathfinder RPG Ultimate Equipment FAQ wrote:
A klar counts as a light shield for the purpose of using it as a shield (for instance, it grants a +1 shield bonus to AC, has a –1 armor check penalty, and has a 5% arcane spell failure chance). For the purpose of using it as a weapon, it is a one-handed weapon that deals 1d6 slashing damage, but it is otherwise similar to using a spiked shield (for instance, the damage doesn’t stack with the bashing ability, you lose the shield bonus to AC when attacking with the klar unless you have Improved Shield Bash, and so on). As a side note, anywhere that lists klars as counting as shields with “armor spikes” is a typo that will be handled in the next errata.

I have a character that uses a klar. I have figured out the rules for enchanting the klar but I have never been able to figure out what to do when making a klar out of special materials. There are a few different ways you could interpret it and I am not sure which one is the most correct. I was just going to avoid using special materials with this weapon to avoid all the confusion but I thought it was worth one more try to figure it out.

If I treat a klar as a weapon and make it out of mithral then it would cost 3000 gp because it weighs 6 lbs but since that is the entire weight, it would make sense that the shield part is then also mithral and therefore masterwork. This option seems pretty simple but not very flexible. Also very few materials affect both weapons and shields.

The FAQ says that in most ways to treat a klar as a spiked shield which makes sense for a lot of materials but fails for anything priced by weight because a light steel spiked shield is 6 lbs + 5 lbs for shield spikes while the whole klar is 6 lbs so it is unclear how much of the klar is spike and how much is shield.

You could instead treat the klar a double weapon and use the appropriate rules for special materials that have them (silver, cold iron). So for example, if I wanted to make a klar with a cold iron spike and a living steel shield with both parts being masterwork then the cost would be 12gp (base cost) + 6gp (+50% for cold iron) + 300gp (masterwork weapon) + 100gp (living steel shield) + 150gp (masterwork shield) = 568gp. This makes the most sense to me but is also more complicated.

On a somewhat related note, if I made one end of the double weapon out of mithral which you pay for by the pound, would I only use half the weapons weight to calculate the cost? And since mithral halves the weight, I assume it would only halve the half that is mithral making the whole weapon weigh 25% less?


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It seems like it might be OK to ask mechanics questions here but I apologize if it is not. I will start off with a simple one and see how it goes…

Ultimate Intrigue wrote:

Acrobatic Spellcaster (Combat)

Your skillful movements prevent foes from disrupting your spells.

Prerequisites: Combat Casting, Skill Focus (Acrobatics).

Benefit: When you succeed at an Acrobatics check to move through a threatened square without provoking attacks of opportunity or to move through an enemy’s space, creatures denied attacks of opportunity by your Acrobatics check also cannot make attacks of opportunity against you when you cast spells for the remainder of your turn.

Normal: Casting a spell within an enemy’s reach provokes attacks of opportunity even after you succeed at an Acrobatics check to move through a threatened square.

My question is, can you make the acrobatics check to avoid the attack of opportunity from spellcasting without making a move action? I am asking from the perspective of a Magus who would like to use acrobatics to avoid the AoO and still be able to use Spell Combat which requires a full round action.


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Advanced Class Guide Errata wrote:
In the Studied Target ability, change the third paragraph’s first sentence to "At 5th, 10th, 15th, and 20th levels, the bonuses on weapon attack rolls, damage rolls, and skill checks and to slayer DCs against a studied target increase by 1."

The latest errata revised the wording of some of the Studied Target description specifically to remove the reference to slayer abilities. Seems to me like it is intended to be a bonus to all DCs of the character that is using Studied Target versus the target that they studied.


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1.  Simply Spells: Ultimate Spell Card Collection (PFRPG) PDF
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Pathfinder Chronicles Miniatures: Tar-Baphon, The Whispering Tyrant

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6.  Orcus
Re: Protection from Evil (et al) - does this make one immune to ALL enchantment (charm) and enchantment (compulsion)???
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