The Peacock - Harrow Deck

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156 posts. Alias of mcgreeno.




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I'm working on a new setting an I want to add a new type of bow. The compound bow. It was developed in the 1960's but in fantasy where they have guns, crossbows, and fireball spells I don't see much of a problem with it.

Specifically I'm wanting the compound bow to be a Elven Style of weapon.

My Thoughts on the game mechanics are as follows

"Longbow Compound

At almost 5 feet in height, a compound longbow is made of Mithral, and unlike other bows is far less curvy and is arranged with a pulley system.

Description: You need at least two hands to use a bow, regardless of its size. You can use a compound longbow while mounted. A compound longbow adds 1-1/2 times your Strength bonus (Strength penalties are not multiplied)

Ammunition: A compound longbow cannot fire normal arrows but must instead fire compound arrows. These arrows are specially crafted to handle the increased power of the compound bow

For purposes of Weapon Proficiency and similar feats, a compound longbow is treated as if it were a longbow.

Cost: 2000
All Compound Longbows are considered Masterwork"

Compound Bow Arrows: These arrows are crafted from hollow tubes of mithral. Compound bow arrows don't break due to normal use, wheter or not they hit their target; unless the arrow goes missing an archer can retrieve and reuse a Compound Arrow again and again.

Hardness 15 Hit Points 5

Cost: 200 GP for 20 Arrows includes a quiver. If bought individually they cost 10 gp each.

Tell me what you think as far as the pricing and cost.

I valued the Bow as a mithral composite bow with a +5 str rating. To cover the fact that it gives a blanket 1.5 times your str on attacks.

I built the Compound Arrows out of mithral and followed the guid for Durable Arrows.

Thanks for your advice.


I'm thinking of a setting that is based on the Gestalt concepts of the unearthed Arcana. However with a few stipulations.

1. One of your classes must be Cleric, Fighter, Rogue, Wizard.
2. One of your classes must be Alchemist, cavalier, Inquisitor, Magus, Oracle, Summoner, Witch.

I've intentional left out Bard, Druid, Monk, Paladin, Ranger, Sorcerer. The reasoning is that those classes seem to be to be bluring the lines between two or three classes already. Except the Sorcerer.

This provides the following combinations

Cleric/Alchemist, Cleric/Cavalier, Cleric/Inquisitor, Cleric/magus, Cleric/Oracle, Cleric/Summoner, Cleric/Witch

Fighter/Alchemist, Fighter/Cavalier, Fighter/Inquisitor, Fighter/magus, Fighter/Oracle, Fighter/Summoner, Fighter/Witch

Rogue/Alchemist, Rogue/Cavalier, Rogue/Inquisitor, Rogue/magus, Rogue/Oracle, Rogue/Summoner, Rogue/Witch

Wizard/Alchemist, Wizard/Cavalier, Wizard/Inquisitor, Wizard/magus, Wizard/Oracle, Wizard/Summoner, Wizard/Witch

Which gives the players a setting with 28 character classes. However I'm concerned that some of the combinations may not be that good of a fit thematically, while some may be way too powerful (and I know it's Gestalt, that should say something).

Classes out of this that could be not worth having. The goal here is to create a nice variety of Gestalt Classes that have a solid theme and good mechanics. Once I have a solid list, I do plan on doing some minor tweaks in order to assist the mechanics. Like the Fighter/magus might get Armored Casting a little earlier, any where powers or abilities are duplicated I would want to enhance the class to have a more natural feeling.

Got any Ideas.


I'm doing some advanced planning for a future game, and I tend to like PC's able to do what NPC's can do. With that in Mind I came up with this feat Idea.

Landed Noble (General):

You have earned, taken or been granted lands and people.
--Prerequisite: Leadership, Character level 10th, Leadership Score 10+.
--Benefit:The feat enables you to gain a monthly stipend. Determined by your leadership score. It also raises your standard of living by your leadership score.

Leadership Score 10, Standard of Living; Wealthy, Monthly Stipend: 75gp,*
Leadership Score 11, Standard of Living; Wealthy, Monthly Stipend: 75gp,*
Leadership Score 12, Standard of Living; Wealthy, Monthly Stipend: 250gp,*
Leadership Score 13, Standard of Living; Wealthy, Monthly Stipend: 350gp,*
Leadership Score 14, Standard of Living; Wealthy, Monthly Stipend: 600gp,*
Leadership Score 15, Standard of Living; Wealthy, Monthly Stipend: 850gp,*
Leadership Score 16, Standard of Living; Extravagant, Monthly Stipend: 300gp,**
Leadership Score 17, Standard of Living; Extravagant, Monthly Stipend: 700gp,**
Leadership Score 18, Standard of Living; Extravagant, Monthly Stipend: 1200gp,**
Leadership Score 19, Standard of Living; Extravagant, Monthly Stipend: 1700gp,**
Leadership Score 20, Standard of Living; Extravagant, Monthly Stipend: 2500gp,**
Leadership Score 21, Standard of Living; Extravagant, Monthly Stipend: 3250gp,**
Leadership Score 22, Standard of Living; Extravagant, Monthly Stipend: 4375gp,**
Leadership Score 22, Standard of Living; Extravagant, Monthly Stipend: 5550gp,**
Leadership Score 24, Standard of Living; Extravagant, Monthly Stipend: 7200gp,**
Leadership Score 25, Standard of Living; Extravagant, Monthly Stipend: 9000gp,**

* You are able to Purchase all Mundane Equipment, Weapons, & Armor at 1/2 Cost
**You are able to purchase all Magical Equipment, Weapons, & Armor at 1/2 Cost

Now the above might seem odd, but here is the logic. This is a simplification of a character using the leadership feat to generate a small community. So instead of making a character do the math, I've pre-done it. The benefit is that you have a small community at your disposal that views you as their Lord. It also gives you a castle to put your followers in from the leadership feat.

However the town does have upkeep and other cost, much like you must purchase equipment for you followers you much purchase upgrades for your town. Weather conditions etc can effect your town, plagues, etc.. as well. This does include a serving staff that maintains the bills general upkeep of you lands.

Anyhow give my your thoughts so that I might correct any blatant problems with this setup. Or if you have any ideas on what would be good "Gear" for a town. Lyre of building anyone..

I intend on using this mechanic for Noble NPC's. Yes that means any Noble in my game with Lands and People working one it is at least a 10th Level Aristocrat (CR 8).


Before I start this let me explain that I'm just trying to follow RAW to learn how the game is supposed to be played. It has caused me a few headaches. Is the below true or false. Thanks

I've been looking at the rules, and there are tons of entries to the state of being armed. However that condition does not exist.

As Far as I can tell (please correct me if I'm wrong) there are only two states a character can be in

Armed or Unarmed

If Armed your are considered to be wielding a melee attack or a ranged attack

If Unarmed you are considered to not be wielding a melee attack.

The Flaw to being Unarmed are:
1. You provoke AOO's from armed opponents if you attack.
2. You may not take AOO's if provoked.

The following feats or racial features make the character or NPC be considered Armed

Improved Unarmed Strike
Natural Weapons.

If this logic is correct then

Melee Attack (as listed in the book) is the rules for being armed, and as such improved unarmed strike, natural weapons, and touch spell attacks are considered Melee Attacks.

I would like support either supporting this argument or something that rips it apart.


It has often been discussed around my gaming table what a world would look like if it had to follow the RAW rules of a game. Often we ask why can't I do this or that action as they make sense and the answer is the rules just don't allow PC's to do that. However the rules don't apply to npc's. Where no matter how hard you work, or how many times you save X kingdom, you will never have as much wealth as the nobles (whom have castles and 100 of servants and honor guards etc..)

So I ask what a fantasy world would look like if every thing was followed the Raw Core Rules. What elements could not exist in the history of the peoples and what elements could exist.

This is a exercise in creative thinking.

My first thought is that plagues would not have as great of an impact in a fantasy world as they have in our own.

By history plagues hit major population centers the hardest. The death toll got less the further away from major cities one would go.

My second thought is great library's would not got lost as easily. Priestly scholars would look to the use of divine spells to get any lost information from the dead.

My third thought is that do the Character Classes, there would be a new division of stats in societies.

My forth thought is that wealth would only exist for those that have great character levels (WBL rules you know).

How would history have been shaped if secrets to the universe were only a priest or lore master away, where if a plague would start, the rich would be immune and the poor (whom could not afford healing) perished.

Where earning potential was set very clear. Everyone earns between 6 and 30 GP a week, except for craftsmen which might get a little less or more.

In a land where masterwork items only required a little more time and had little to nothing to do with skill.

A world where a 14 year old boy nearly dies every time he falls from a 10 foot wall (even if he eases himself down the wall while holding the ledge, so that he only has less than a 3 foot drop), a world where all children have negative swim checks!

What kinda world would evolve it the laws of Physics, Nature, Gods and Men were locked to RAW.....

Can a world exist that the PC's can do everything that the NPC's can do?


What happens if a hireling (say and adept) that has craft magic arms and armor feat, is told to craft a set of magic armor. The PC pays for the materials, the PC is already paying for the Hireling.

Does this work?

Can a PC use Leadership to have a cohort craft magic arms and armor, wondrous Items, potions, scrolls, rings, etc.. for just the cost of materials?

Is that not like getting a lot of feats for free?


During this weekends game my ST made a call that at the time I thought might be wrong. In general as a group unless it is life or death of a character we review the rule calls during the time between games (not during play) in order for us to better understand the rule.

So I've come to ask about the following scene.

We were in a pretty heavy fight, everyone had taken more than 1/2 their hit-points, the Orcle and Summoner were out of spells. The melee fighters were stuck using ranged weapons to try to hit the enemy whom was a spell caster.

During this point, my character on his initiative announces that he is reading an action to shoot the target if it attempts to cast a spell.

The enemy caster instead of casting a spell (which he was out of spells per day) uses a spell like ability.

Now my question, Does a spell like ability trigger the readied action set to go off for casting of a spell?

FYI, My story teller let the use of a spell like ability trigger the readied action, (as I mentioned we were in a heavy fight) however he ruled that the damage dealt would not make the caster make a concentration check.


Fighting Defensively as a Standard Action provides a +2 bonus to AC.

Is this a un-typed bonus or is Armor Class a type?

Fighting Defensively as a Standard Action:

You can choose to fight defensively when attacking. If you do so, you take a –4 penalty on all attacks in a round to gain a +2 to AC for the same round.

Armor Class or AC:

Your Armor Class (AC) represents how hard it is for opponents to land a solid, damaging blow on you. It's the attack roll result that an opponent needs to achieve to hit you. Your AC is equal to the following:

10 + armor bonus + shield bonus + Dexterity modifier + other modifiers

Touch Attacks:

Some attacks completely disregard armor, including shields and natural armor—the aggressor need only touch a foe for such an attack to take full effect. In these cases, the attacker makes a touch attack roll (either ranged or melee). When you are the target of a touch attack, your AC doesn't include any armor bonus, shield bonus, or natural armor bonus. All other modifiers, such as your size modifier, Dexterity modifier, and deflection bonus (if any) apply normally. Some creatures have the ability to make incorporeal touch attacks. These attacks bypass solid objects, such as armor and shields, by passing through them. Incorporeal touch attacks work similarly to normal touch attacks except that they also ignore cover bonuses. Incorporeal touch attacks do not ignore armor bonuses granted by force effects, such as mage armor and bracers of armor.


1 person marked this as FAQ candidate.

What happens if you are carrying a encumbrance load beyond your max?

Example: A 1st level fighter has a str of 13, he has a total of 160 lbs of gear and equipment on his person. He is 10 lbs past his heavy encumbrance limit, so what game mechanic applies?

Thanks for any assistance.


Kirin Stike:

Benefit: You gain a +2 insight bonus on Knowledge checks made to identify creatures, including the one Kirin Style allows. While using Kirin Style against a creature you have identified using that feat, as a swift action after you have hit a creature with a melee or ranged attack, you can add twice your Intelligence modifier in damage (minimum 2).

Kirin Strike part of the Kirin Style combat feat adds 2 x INT to a melee or ranged attack.

Now as I understand it spells are considered melee or ranged attacks, are they not?

My question and motivation are simple, but for those whom wish to know could a Wizard or Sorcerer (Sage Archetype) add 2x their Int bonus to a spell such as shocking grasp, or magic missile or fire ball.

Or could this be used in combination with a Magus with his spell combat?

Just wanting to know if I'm understanding the RAW and the RAI of this combat maneuver?


I'm playing around with a build idea when I came across the Kirin Style. It is a nice style for the concept I have, however the third step seems strange.

Kirin Path:
Benefit: Whenever you make a Knowledge check to identify a creature, even when using Kirin Style, you can take 10 even if stress and distractions would normally prevent you from doing so. While using Kirin Style against a creature you have identified using that feat, if the creature ends its turn within your threatened area, you can spend a use of your attacks of opportunity that round to move up to 5 feet times your Intelligence modifier (minimum 1). You must end your move in a square threatened by the creature. This move does not provoke attacks of opportunity.

So I thought I would ask others how this works. Here is how I follow the chain of events. The below includes bonuses from Kirin Style and Kirin Strike.

1. Take 10 on knowledge Checks with a +4 to Identify the creature gain x2 INT modifier on damage if you make the check.

2. If creature ends it's turn in your threatened area, then you can move 5x INT in feet to the creatures threatened area.

Part two is what bothers me, I'm not sure if I understand the benefit. If a creature ends up in an area you threaten you can move to an area it threatens.

Would the purpose of this be for setting up AOO's and flanking with the group?


I've often thought that a game system could benefit from a programmers ability to take a statement and turn it into usable code.

With that in mind I propose a large scale Pseudo Code logic project with the pathfinder system. However it would take a lot of people a lot of hours to do.

I do believe that it would help in clarifying the rules as they currently stand.

Pseudo Code is a generic pre-programming phase of application design. Pseudo code works by identifying each step in the logic process of a application and its objects.

An example of Pseudo Code would be as follows

Class: Feats //A broad definition of a group of Objects
Object: Weapon focus // A small functional part of code.

If Character has the feat weapon focus
and is wielding the weapon focus item
then he gets a +1 to Attack

Now of course it can be optimized and fine tuned.

Would anyone else be interested in such a joint project?

If so Pick a feat, maneuvers, or sequence of action and write it out.


1 person marked this as FAQ candidate.

Ok, I just have to check. If a Ranger takes a 1 level dip into wizard and chooses Arcane bond Armor. He then takes the master craftsman feat. Does his caster level for enchanting his armor go off of his craft armor skill or off of his actual caster level?

From how I read it Arcane bond gives you the magical craft feat for your bonded item. Master craftsmen allows you to use to use your craft skill in substitution of a caster level and spellcraft skill.

Am I reading this correctly?


2 people marked this as FAQ candidate.

It seems that a wizard whom chooses a Arcane Bond with a Staff can not cast his spells without a DC 20 Concentration Check. Is this intentional? Are the guys at Paizo against staff wielding wizards?

Arcane Bond Excerpt:

Wizards who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be wielded. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly.

Now later on in the description is says "If a wizard attempts to cast a spell without his bonded object worn or in hand" however weild means to use as intended, and staffs are two handed weapons.

I only ask this because I was looking up a Arcane Archer build and thought the Arcane Bond feature would work great with it, only to my dismay to discover that it want.

Is the above FAQ'd anywhere?


I remember reading it the pathfinder setting books that all the base races matured physicaly at a similar rate. Does anyone know where that is covered?


I'm playing around with the Idea of a Elven Ranger going to arcane archer.

The idea here is to use the switch hitter build to give a little ump in the lower levels.

Primary Weapons: Elven Curve Blade, Composite Strength Long Bow +2

Its for Second Level here is what I have so far.

I choose the traits for the following reason: One has to be from the Adventure path, the other flavor. Imagine a Elf adopted into a human family as a infant. Just too interesting of a concept not to play it. I know it is questionable by RAW to have a 18 Year old Elf Ranger but I don't think it impacts game mechanics in any way, and the flavor of a Elf discovering his race during play I think is well worth it.

Marcian Galadon
Male Elf; Medium Humanoid ( Elf )
Ranger2
Hit Dice: (2d10)+2
Hit Points: 17
Initiative: +4
Speed: Walk 30 ft.
AC: 18 (touch 14, flatfooted 14)
Attacks: *Longbow (Composite/Strength Rating+2) +6; Masterwork Curve Blade (Elven) (two handed) +7;
Damage: *Longbow (Composite/Strength Rating+2) 1d8+2; Masterwork Curve Blade (Elven) (two handed) 1d10+3;
Vision: Low-light
Face / Reach: 5 ft. / 5 ft.
Special Attacks: Favored Enemy (Humanoid (Human))
Special Qualities: Elven Immunities, Keen Senses, Silent Hunter, Track, Weapon Familiarity, Wild Empathy
Saves: Fortitude: +3, Reflex: +7, Will: +0
Abilities: STR 14 (+2), DEX 18 (+4), CON 10 (+0), INT 13 (+1), WIS 11 (+0), CHA 7 (-2)
Skills: Acrobatics: 2; Appraise: 1; Bluff: -2; Climb: 0; Craft (Untrained): 1; Diplomacy: 4; Disguise: -2; Escape Artist: 2; Fly: 2; Handle Animal: 3; Heal: 0; Intimidate: -2; Knowledge (Geography): 5; Knowledge (Nature): 5; Perception: 9; Perform (Untrained): -2; Ride: 7; Sense Motive: 0; Stealth: 7; Survival: 5; Survival (Follow or identify tracks): 6; Swim: 0;
Feats: Armor Proficiency, Light, Armor Proficiency, Medium, Martial Weapon Proficiency Output, Rapid Shot, Shield Proficiency, Simple Weapon Proficiency, Weapon Finesse
Challenge Rating: 1
Alignment: Neutral
Region: The Stolen Lands
Possessions: Chain Shirt; Longbow (Composite/Strength Rating+2); Outfit (Explorer's); Masterwork Curve Blade (Elven); Arrows (20);

Traits:
_Adopted-Well Traveled: Diplomacy +1 in class
_Pioneer: Free horse +1 perception

Feats: Weapon Finesse
Lv 3: Weapon Focus
Lv 5: Point Blank Shot
Lv 7: precise Shot (Take a level of either wizard or sorcerer)
Lv 8 (Takup Arcane Archer PrC)
Lv 9: Deadly Aim

Any Ideas to improve this build: I want to be able to go into Arcane Archer, I want to be able to use 1st level Ranger spells. I would like to use the Curve blade well and of course the primary is the archer.

I guess the question is should I delay thing one or two levels to pick up a couple of fighter bonus feats in order to fill the character out? Or maybe some other class


1 person marked this as FAQ candidate.

Is this combination Legal? The Premise is as follows: The crossblooded Archtype does not replace any of the bloodline choices or feats it just allows you to choose between two options, The Wildblooded changes you bloodline options. However the Tattooed sorcerer demands that you give up bloodline powers and takes its.

Thus the following
Sorcerer whom is born crossblooded and Varisian!. He Bloodines are the varrant wildblooded bloodlines. Sense Crossblooded does not create a power to put into the place of bloodlines just lets you choose between them for a -2 will save and a -1 spell known per level. Then the Tattooed Sorcerer Archtype may just be legal. As it replaces powers with required abilities at certian levels. You would lose the benefit of Crossblooded choice at 1st level, and 9th level, you would also lose the choice of Bloodline Feat at 7th level as tattooed sorcerer takes that slot.

I know in general cross archetypes that overlap are not allowed do to the fact that the powers they provide are necessary for progression. However in the sorcerers case the overlap does not seem to happen. Anyhow that is my argument. What do you guys think?

Bloodline Arcana #1:

Unlike most sorcerers, whose innate magic is powered by force of personality, you use your intellect to understand and master your mystic powers. You use your Intelligence, rather than your Charisma, to determine all class features and effects relating to your sorcerer class, such as bonus spells per day, the maximum spell level you can cast, the save DCs of your spells, and the number of daily uses of your bloodline powers. You gain a +2 bonus on all Knowledge (arcana) and Spellcraft checks.

This ability replaces the Arcane Bloodline Arcana.

Bloodline Arcana #2:

Bloodline Arcana

If you are casting defensively because a creature is threatening you and you fail your concentration check, one of the creatures that is threatening you provokes an attack of opportunity from you or from one ally who is adjacent to the enemy. You decide which creature provokes this attack and which of its adjacent opponents may make the attack.

This ability replaces the Destined Bloodline Arcana.

1st-level bloodline power.:

Familiar Tattoo (Su)

A tattooed sorcerer gains a familiar as an arcane bond, as a wizard equal to her sorcerer level. Her sorcerer levels stack with any wizard or witch levels she possesses when determining the powers of her familiar—this ability does not allow her to have both a familiar and a bonded item.

Unlike most familiars, her familiar can transform itself into a tattoo that she carries in her flesh. Transforming into a tattoo or back to normal familiar form is a move action for her familiar. In tattoo form, the familiar looks like a stylized version of itself, but does not count as a creature separate from the tattooed sorcerer. In tattoo form it continues to grant its special familiar ability, but otherwise has no abilities and can take no actions except to transform from tattoo into creature. A familiar tattoo cannot be erased or dispelled.

This ability replaces her 1st-level bloodline power.

Replace Eschew Materials:

Varisian Tattoo (Ex)

At 1st level, the tattooed sorcerer gains Varisian Tattoo as a bonus feat. If she doesn’t have Spell Focus, she may choose which school of magic her Varisian Tattoo enhances.

This ability replaces her Eschew Materials bonus feat.

3rd-Level bloodline Power:

Fated (Su): Starting at 3rd level, you gain a +1 luck bonus on all of your saving throws and to your AC during surprise rounds (see Combat) and when you are otherwise unaware of an attack. At 7th level and every four levels thereafter, this bonus increases by +1, to a maximum of +5 at 19th level.

Bloodline Feat 7th Level:

Create Spell Tattoo (Su)
At 7th level, a tattooed sorcerer can create a spell tattoo once per day with a single touch as a standard action. The recipient of the spell tattoo must be willing to receive the spell tattoo. If she gives the spell tattoo to herself, it does not count against the regular limit of magic tattoos she can have. The spell tattoo must be of a spell that she knows that has no material or focus component. She can maintain one spell tattoo created by this ability at a time—if she uses this ability again, the previous spell tattoo she created fades away. Spell tattoos she creates with Inscribe Magic Tattoo do not count against this limit. She can use this ability twice per day at 11th level, and three times per day at 15th level.

This ability replaces the bloodline feat gained at 7th level.

Bloodline Power,9th Level (Su):

At 9th level, the tattooed sorcerer can pick any one spell she knows for which she has a Varisian Tattoo feat. This spell must be one that lacks focus components and costly material components. She can now use that spell as a spell-like ability once per day. This spell-like ability is not enhanced by her Varisian Tattoo, but it functions at +2 caster levels above her sorcerer caster level. Whenever she gains a bloodline power at a later date, she may change this spell-like ability to another qualifying spell.

This ability replaces the 9th-level bloodline power.


2 people marked this as FAQ candidate.

There has been an ongoing joke with our group that if you are not a spell caster you don't ever need to sleep.

As much as we look we can't seem to find rules that tell you when one is fatigued from lack of sleep.

So are there any rules in RAW that enforcing a sleeping schedule. Do characters need a full night of sleep in order to function the next day?


I've enjoyed countless hours of reading these and other boards. As such I've come upon couple of questions that I really can't phantom an answer for.

The one I bring to the community is this: What good is a elf race for as a player?

The Elf has tons of fluff, a massive amount of history, yet as far as it goes for creating a character the Elf seems to fall short.

Humans seem to dominate the field in almost every class as far as optimization. Half Elves seem to only come to play for Archer builds.

What class does an elf excel at, and how does one build such a character that a human could not do better?

Thanks in advance for you input to this conundrum of mine.


I building a Lv 2 Fighter for the Kingmaker AP after our entire party wiped fighting trolls (I know silly, silly players.) Anyhow this is the build Idea.

Premise: A young fighter completely infatuated with the Aldori swordlords.

Fluff: I'd like the character to be built following the best approach to match the flavor of the Aldori Dueling Style. However I want the character to be effective from level 1 to Level 18 which is where the ST says the story will end.

I devised the below with the help of my ST, however I was wanting to know if this can be done better. The Goal is to become a Duelist, and to Use the benefit of the Aldori Dueling Mastery Feat which applies to the duelist. I'm taking what I consider to be a 3 feat tax to do this, I just hope there is a better way.

Race Human

Class Fighter

Archetype Aldori Swordlord

Traits: Sword Scion, Threatening Defender (note one trait must be from the kingmaker AP traits)

Stats Point Buy 15 points

STR 17, Dex 14, CON 12, INT 13, WIS 7, CHA 7
Human Racial Bonus goes to STRENGTH

Level One: Weapon Focus (Aldori Dueling Sword), Weapon Finesse, Exotic Weapon Proficiency

Level Two: Combat Expertise

Level Three: Improved Disarm

Level Four: Weapon Specialization (Aldori Dueling Sword)
(place bonus stat into Strength)
Level Five: Power Attack

Level Six: Dodge

Level Seven: Mobility

Level Eight: Quick Draw
(Place bonus stat into Intelligence)

Level Nine (Pick up Duelist Prestige Class), Aldori Dueling Mastery

Thanks in advance for any advice on this build.


I'm currently in a game where there is a lot of wilderness adventure time. As such there is a greater potential for random encounters while we are out in the wild.

My question is this, is there anyway via RAW to tactical set up camp so that a battle or a conflict is geared towards the party?

My thoughts in this process are as follow:
1. We make camp in a small cave in order to protect our selves better.
2. Make camp in the hallow of a big tree (I love the wizards first rule series).
3. We choose the best location for camp that gives us a good view of the surrounding area while limiting the ability of monsters to creep up on us with out notice.

I know that when camping in real life one picks the camp based on the lay of the land, and if one was in a conflict you pick a place that limits the ability of the aggressor to attack you with out notice.

How does a player reflect this in the game, is there any rules that would take this into consideration?


1 person marked this as FAQ candidate.

What qualifies as a Special Power for the +1 Leadership score under the feat Leadership?

I have done a word search on both the Core Rule book and the Advanced Players guide and the only time the words Special Powers comes up is in spell descriptions, some magic items and of a few descriptions of some magical abilities of classes.

However I can't seem to find a RAW definition of what a special power is.

Thanks in advance for any assistance


1.What determines an effective character vs. a min/maxed character?
2.How good does a character have to be at his role in order to succeed at the game?
3.What are the expectations of the Game Designers when it comes to Difficulty and Challenge?


I was considering removing this rule as I have seen it have no impact in games other than to create friction:

Example:
Half Orc Fighter Min Age: 15 Avg Age: 17 Max Age: 20
Human Fighter Min Age: 16 Avg Age: 18 Max Age: 21
Half Elf Fighter Min Age: 21 Avg Age: 23 Max Age: 26
Halfling Fighter Min Age: 23 Avg Age: 30 Max Age: 38
Dwarf Fighter Min Age: 45 Avg Age: 57 Max Age: 80
Elven Fighter Min Age: 116 Avg Age: 131 Max Age: 146

All the above have the same skills, same BAB, same saves, in fact for the age or lack of age they are the same. Is it just me or is the Rule about ageing just some useless left over from previous editions.

However before ever making such a drastic rules call (where I make everyone regardless of race use the base human starting age numbers) I thought I would ask how this rule has impacted folks games.

Has anyone ever had a game last where they kept the character and played it for 37 years in game (so that the human can get old)

Most of the time it seems that the characters adventure fast and furiously gaining levels at a epic pace. Easily within 10 years the characters Retire from being 20th level. So other than causing characters trouble with Role Playing does this rule do anything for the game?


2 people marked this as FAQ candidate.

Are 3.5 FAQs of any value in pathfinder, for discussions concerning RAW or RAI.


Sean K Reynolds, 08/02/11 wrote:

Summoner: Does a synthesist (page 80) keep any armor bonuses or other benefits from his armor when he is fused with his eidolon?

No. The eidolon is, in effect, the synthesist's armor, and any armor the synthesist wears does not function while the eidolon is present. Fortunately, this doesn't mean the synthesist has to remove his armor when wearing the eidolon, and when the eidolon is banished/dismissed/killed, the summoner's worn armor immediately begins functioning again.

The Summoner Synthesist is a class that has vexed many and it seems to still be doing it. However I decided to asks a simple question.

If I (a summoner synthesist) call forth my Eidolon, while I'm just wearing normal clothing. Then as a merged form we put on some armor does the combined form gain a AC Bonus (assuming we apply the normal eidolon AC to Natural AC).

The above quote is the answer to the inverse of this question, and follows the rule for Link (which basicly says that a Eidolon and its summoner share magic item slots).

Could it be said that the Eidolon and Summoner share all Equipment Slots, magic or mundane?

Some say that the Eidolon with the Synthesist is a set of Armor, but I disagree, when it is Large sized and looks like a ghostly creature, why can't it be wearing armor.

Just food for thought, anyone who might show some answer to this perplexing question I would love to here you view points.

Many have the issue with imagining that he Synthesist reaches inside of his body to get spell components. What if mind you the Synthesist just put the gear on like normal over top of his Eidolon. Sure it makes him a little weaker, but boy the visuals stop disturbing me.


Hello everyone,
To begin with, thank you in advance for your advice. My GM is thinking of switching over to the Kingmaker AP.

What is the Best way to go about building a Elven Archer with the prospect of picking up the Arcane Archer prestige class in the Kingmaker AP.

For the prestige class I have to be either elf or half-elf. Before anyone ask I'm just really tired of playing human. We actually have not had a single non human in our gaming group in a really really long time.

Thank you agian for all of your help


A situation has arisen in a game I'm in and I'm not actually sure if there are any RAW rules to cover this problem.

Let me explain, we the players have been going through a series of adventures. During the last adventure we cleared out a ruined moathouse.

Now it donned upon my character to ask if we the players could rebuild the moat house and kinda make it a little base of operations. A place where we could store our loot and kinda call home.

The GM thinks this is a great Idea. So we left the game with the thought of doing such. However I've been looking through the rules and there is a absoulte lack of rules for PC homes!.

There is cost of living, which might work, but seems off.

There are some rules in a published

Adventure Path:
Kingmaker

but nothing definitive. There are plenty of rules for breaking into, destroying or damaging castles, walls, manors etc. But none for owning.

What little I have found for the above adventure path are so expensive as to make it unreasonable to do such.

Yes if you wanted to spend 112,000gp from the AP you could however you would need to be high level and the spend a considerable amount of the party treasury to do such.

My problem lies in the fact that without hurting you ability to face CRs dramatically you can not have a nice home in the system. It seems a bit odd for something that really comes down to story fluff for the most part.

It seems a little odd does it not? To eliminate an entire category of stories from play.

I'm hoping that maybe I missed something and one of you guys might know a source for a set of rules for such.


Greetings Fellow Gamers, I recently asked James Jacobs a question on his Ask James anything thread. He replied that I should ask the same question on the rules forum and hit FAQ!

So here is the Link to the Question: CLICK HERE

I have determined a better way to ask the question so here goes.

How does the magus ability spellstrike interact with the rules for spells with a range of touch?


  • One: The function of Spellstrike is to allow the touch component of the touch spell to be replaced by a weapon component. This allows the following benefits: You may take your move before casting the spell, after touching the target, or between casting the spell and touching the target. If you don't discharge the spell in the round when you cast the spell, you can hold the charge indefinitely.

OR

  • Two: The function of Spellstrike is to allow the opportunity for a combination of spell damage and weapon damage, however all benefits beyond spell effect of a touch spell are negated. You must cast the spell and strike with no movement, you cannot hold a charge if you miss, touch spells that give multiple charges do not give multiple charges in conjunction with spell strike.

OR

  • Three: Something in the middle of the two above options, like the Spell Channel ability out of 3.5 except that it only allows touch spells to be channeled . However you can hold a charge if you miss but you do not get multiple charges from spells that provide such. You can also move before, in-between, or after the casting of the spell.

Of Course it could be none of the above, but a FAQ from the designers would be greatly helpful.

Thanks in advance for hitting the FAQ, and thanks to the Designers for their consideration.


I need some assistance on a specific rules call in the final battle. I know this will come up and I want to be prepared.

Carrion Crown:

The last fight is with of course a magus.

So Let me paint the Picture

AA: Uses Spell Combat to attack suffering a -2 to all attack rolls.

Move Action: Moves up to PC
Standard Action: Spell Combat
--> Concentration Check DC 19 (Casting Intensified Shocking Grasp)
--> Makes Spell Strike Roll To hit = Misses
--->Makes Normal Roll to hit = Hit (Does Shocking Grasp go off?)

Other Sceniero
AA Knows the PC's are own their way to him, he prepares by casting a Frigid Touch spell and Holding the Charge.

Charcters Show up, Initive
AA Goes Uses Normal Combat and Rolls to hit and Hits
Does Frigid touch go off?

I guess what I'm saying is there is a great deal of debating on how spell strike works of does not work.

1. Can A magus hold a charge if he uses spell strike and misses?
2. Do Touch spells that provide multiple charges work with a magus and the spellstrike feature?
3. Can A magus hold a charge to use with spellstrike later?
4. When using just the spell strike feature can a magus Cast the spell, Move, Make a melee attack?

I think that the final battle should be climatic and I really don't want to ruin the flavor by not using the rules correctly I would dearly love some official feedback, or a reference to some rules to understand these feature with out debate from my players.


What are the bracket code for this board.

Like: bold, quote, hyperlink, spoiler, etc?


Academic Question:

Half Fiend/Half Celestial templates have a strange increase with HD. How does that work with Player Characters?

I know how monsters with HD as players characters work but how does just a straight +2 to CR work with PC's.

I've looked around on the boards but my search fu must be off.

Any advice or maybe a FAQ would be great.

Like the Drow Noble +1 CR (+1 Character Level) does that fade in time, as it does with like a Monster with HD to 1/2 value??

Really Confused by the system.

Thanks For all the help


I'm gearing up to run a pathfinder AP, and within that AP there are a considerable amount of Library's. However they range in size from just a few books to many thousands. The bonus Range seems to max out at +4. However it started me thinking about how big a Library must be in order to qualify for Untrained use. The following rule is all I have found so far regarding this topic.

Pathfinder Core Rule Book pg 100 wrote:


Untrained: You cannot make an untrained Knowledge check with a DC higher than 10. If you have access to an extensive library that covers a specific skill, this limit is removed. The time to make checks using a library, however, increases to 1d4 hours. Particularly complete libraries might even grant a bonus on Knowledge checks in the fields that they cover.

Now I guess my question is what constitutes as a extensive library for the use of a knowledge check untrained and unlimited for the DC check limit? Any one know a good source of reference?

Another question I have is there any guide lines as to what a single book can be used for? Such as a holy text to a god. Can a character use this text to get a knowledge religion role as it pertains to that specific deity? Would applying a Maximum DC to such books be a way to note a difference in quality. This book only provides a untrained Religion Check for X God, and it is limited to DC 15 for purposes of knowledge gained by the PC. If the PC has Knowledge Religion this book provides a +1 bonus to knowledge checks pertaining to X god.

Thanks in advance for any information.


2 people marked this as FAQ candidate.

I noticed that the Magus Kensia, gets fighter levels twice, th lv & 10th level.

at 7th level he can nowyto for the purposes of qualifying for feats consider himself as a fighter of 3 levels lower. This stacks with othyer fighter levels.

At 10th level he can now for the purposes of qualifying for feats consider himself as a fighter of 1/2 his Magus level. This stacks with other fighter levels.

Now is this a typo?

Or can a 10th level Magus for the purpose of qualifying for feats be considered a 13th level fighter.

Or just take the best and ignore the error.

Lol


What is the difference between the following;
DR 10/magic and silver vs.
DR 10/magic or silver.

Is there a difference?


I can't seem to find what it means to Wield and item with in the core rules book. I find references to the word Wield or Wielding a lot but nothing defining it for the game mechanics.

What I do know is that if an item is cursed you are considered to wield it if you hold it, wear it, use it in a hand or hands, or have contact with it.

If an item is magical you can be considered to wield if if it is on your person or in you hands.

So my question is what does the word Wield mean in game mechanics?

Option 1: You have the item, object or weapon in your hand
Option 2: You have the item, object or weapon on you person
Option 3: All of the Above
Option 4: None of the Above
Option 5: "Something I have not thought of"

Keep in mind that certain class features state you only get X bonus while wielding X item. Wielding something has a big game impact.


8 people marked this as FAQ candidate.

The ultimate combat book includes a new set of armor called the Haramaki, this armor is described as metal links or plates that a centered around the belly. It provides a AC +1 bonus and has no minuses and a weight of 1.

Now the Adventure Armory has a item called the Kilt, it is a add on to armor and adds a +1 to light or medium armors and has no weight but changes the category of the armor up on type.

As best as I understand it combining these two would provide an individual with the following armor.

Haramaki w/kilt
AC Bonus: 2
Max Dex: 8
Penalty: 0
Type: Medium
Size: Medium

Now for the Question what would be the price for this if it was mithral?
Would you need to purchase mithral twice, once for the Haramaki and once for the Kilt? Would you need to purchase Mithral once but at the medium armor price? Or would you only need to purchase the Mithral once for the kilt (sense mithral has no effect mechanically on the Haramaki?

Haramaki w/mithral kilt (+1000gp)
AC Bonus: 2
Max Dex: 8
Penalty: 0
Type: Light
Size Medium

T

My general thought is that you would purchase the mithral once for the kilt, this lowers the armor catagory increase by the kilt to none. However I thought I would ask my betters about this?

From what I understand once you purchase the kilt it becomes part of the armor more or less, thus an enchanted kilt would only provide bonuses if the base armor was of a lower enchantment value. However with the Haramaki Armor it has a +1 AC and a Dex mod of 10, Adding the a mithral kilt would lower the Dex mod to 8 but keep the armor light.

What do you all think?


Here is the story.

Race human
Class Magus
Level 5th
Point buy for stats 15

Books being used; core rule book, advanced players guide, ultimate magic, ultimate combat, and adventurer armory.

Traits, only if I buy the feat that provides traits.

Concept, a 30 year old minor noble whom has decided to go adventuring.

The adventure, ToEE converted to path finder.

I'be never been good at optimal character builds, normally our gaming group plays roleplaying heavy games with light combat. However, our st has switched things up a bitwith running temple of elemental evil. After he did some of the conversions he has recommended fine tuning the characters in order to survive. It is after all a classic dungeon crawl. The base concept of the character is strength based with a bastard sword..

I have played with the idea of a Magus, Kensi, Bladebound. However to keep some armor I dip to fighter levels and purchase light armor mastery to remove spell failure.

I'm just not sure what is the best way to keep the concept (magic, armor, cool looking sword). While still being effective in the group..

I would love some advice, I have looked at the guide but it currently does not include ultimate combat archtypes.

Any help would be great.


I've seen this addressed as part of a post, but as of yet it has not gotten it's own thread.

So here is the question?

Familiars
"Hit Dice: For the purpose of effects related to number of
Hit Dice, use the master’s character level or the familiar’s
normal HD total, whichever is higher." page 82 PF

1.Does this mean that a familiar gets feet progression and skills?

"Saving Throws: For each saving throw, use either the
familiar’s base save bonus (Fortitude +2, Ref lex +2, Will
+0) or the master’s (as calculated from all his classes),
whichever is better." page 83 PF

2.If question number 1 is yes, then does the base save of the familiar change as well? (I know you determine which is better the wizards or the familiars, however does the base save of the familiar increase with the effects of Hit Die?)

Share Spells: The wizard may cast a spell with a target
of “You” on his familiar (as a touch spell) instead of on
himself. A wizard may cast spells on his familiar even if
the spells do not normally affect creatures of the familiar’s
type (magical beast). p83 PF

3. Reading on the rules fourms indidviduals have stated that if a familiar is close enough to the master he benifits from the master's spell, however in PF it reads differently has thier been a update to the share spells ability?

I'm not really use to posting in forums, I hope I have been clear and have not broken any rules. The above "quotes" were taken from the Pathfinder SRD. Thank-you for your responces.