UnArcaneElection wrote:
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Male Outsider 20 / Cleric 15 / Wizard 15 / Mystic Theurge 10
Faelyn wrote: Hmmm... good point. If the current GMs feel a little weary about that, I can always submit another character until the archetype starts making its appearance on either the pfsrd or Nethys! I hadn't started adding the Harrow Handbook yet, but saw that you needed a reference for this. It's been just over 2 weeks since the book's street date (the time I need to wait before I can add things to my site), so I went ahead and added the Cartomancer archetype, along with everything else on page 15. I'll likely crank through the rest of the book later today or tomorrow. Cartomancer
Male Outsider 20 / Cleric 15 / Wizard 15 / Mystic Theurge 10
The update has been made. Enjoy, guys! And David, that's awesome, I still check on it every once in a while, you have your work cut out for you :)
Yes. That being I forgot to do them when I did the whole Core book and moved them to my 'to do' list for after the other books get done, haha. They honestly won't take too long, I think I'll move them up to this week's work (along with making pages for the Ninja/Samurai/Antipaladin) just to get them out of the way.
The Faction traits have been added to the site. As for the biggest and baddest (so far), that honor belongs to Achaekek, the Mantis God. If you select All Monsters, you can then click the column headers to sort by them. Sorting by CR will show you the toughest monsters in the Bestiary thus far, taking note of course (as Are said) that the three Pathfinder Bestiaries are not on yet.
Abyssian wrote: Nethys, Races>Other Races lists Tengu as non-PFS legal. That is because, as far as the site can tell, they are not legal. Both the Dragon Empires Gazeteer and Primer (the only two sources on that have them) only call out the Kitsune, Nagaji, and Wayang as being legal with a Chronicle sheet. I do see it a bit odd, as all of their 'options' from the Advanced Race Guide (which isn't on yet) are legal, yet they still don't mention the Tengu itself as being legal ("To create an dhampir, fetchling, goblin, ifrit, kitsune, nagaji, oread, sylph, undine, or wayang character, you must have a Chronicle sheet that opens the race as a legal option at character creation."). It is very bizarre, and I'd love some more information regarding them if they are in fact legal to play. hogarth wrote: The Faction traits section is showing up as empty for me. That's one of those sections I keep neglecting to populate as its from the PFS Society Guide pdf. I think I'll add that into the Sources now and fill the section, thanks for reminding me. :) Edit: Upon reviewing the PFS Guide, I do see they added Tengu, Tiefling, and Aasimar as always available options. I've updated the site and the Tengu should now be shown as legal.
I was going to wait on announcing this, but I see a number of visitors attempting to access the old webpages, so I thought I'd at least make sure everyone knew about the changes. The Archives of Nethys have been substantially updated! No longer using HTML, it now functions using a combination of ASP.NET, C#, and SQL. What this means is that any old link using .htm will no longer function. To see (and bookmark) the new links, please go to archivesofnethys.com and navigate to the individual pages to see their address.
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Enjoy the new Archives! If you have any feedback or find a problem, please comment here on the boards, or an my Facebook fan page. Alternatively, you can always send me an email at asknethys@karuikage.net.
Q: Can an animal *companion* have an intelligence higher than 2?
PRPG wrote: Skills: This lists the animal's total skill ranks. Animal companions can assign skill ranks to any skill listed under Animal Skills. If an animal companion increases its Intelligence to 10 or higher, it gains bonus skill ranks as normal. Animal companions with an Intelligence of 3 or higher can purchase ranks in any skill. An animal companion cannot have more ranks in a skill than it has Hit Dice. The "Awaken" spell is another issue entirely, that spell specifically changes the animal into a magical beast. If that is not enough, the post from James Jacobs here indicates that a paladin can put points into his mount's intelligence to raise it. James Jacobs wrote: So in the end... your paladin won't have an Int 6 horse at all... unless you decided to put points into Intelligence as your horse leveled up, of course. The Advanced Template has nothing to do with animal companions. Q: How about a normal animal? Can it have an intelligence higher than 2? The heavy horse, for example, gets the Advanced Simple template, and the rebuild rules add +4 to all abilities, which would bring Intelligence up to 6. What then? A: A normal animal cannot have an intelligence above 2. The designers intended players to use the Quick rules when making the heavy horse, not necessarily a rebuild rules. James Jacob's comment from here though does help this issue.James Jacobs wrote: That said, if you use the rebuild option with the Advanced template, not applying the bonus to an animal's Intelligence is probably a good way to go. If you're just applying the quick version, it doesn't really matter. He also spoke about it here. James Jacobs wrote:
I hope this helps to clear things up. Your God of Knowledge,
Used as a shield bash, the shield is a martial weapon. So a character without martial weapon proficiency would take the -4 on their attack rolls to shield bash. Proficiency with a shield is only in reference to the armor increasing abilities. A shield bash can only be used as an off-hand attack, so using it as your only attack in a round is a bit sketchy. I would personally suggest allowing it, with the stipulation that it's still treated as an off-hand weapon in regards to other things like damage (half str bonus) or power attack (1-1 ratio). Your God of Knowledge,
Using stealth underwater against other underwater creatures: Pathfinder RPG wrote:
Using stealth underwater against creates on land: Pathfinder RPG wrote: Attacks from Land: Characters swimming, floating, or treading water on the surface, or wading in water at least chest deep, have improved cover (+8 bonus to AC, +4 bonus on Reflex saves) from opponents on land. Land-bound opponents who have freedom of movement effects ignore this cover when making melee attacks against targets in the water. A completely submerged creature has total cover against opponents on land unless those opponents have freedom of movement effects. Magical effects are unaffected except for those that require attack rolls (which are treated like any other effects) and fire effects. In short, it is difficult to use stealth against other creatures underwater. If you are underwater, you can stealth the vast majority of the time against creatures on land (due to always having some form of cover). Your God of Knowledge,
Father Dale wrote:
While I would prefer the ability to scribe multiple spells on a scroll was indeed possible, it is not, unfortunately, by RAW. PRPG wrote:
GMs are, as always, free to house rule this for their own games. Your God of Knowledge,
Nekomante wrote:
Clerics are allowed to cast cure/inflict spells regardless of alignment as those spells do not have the [good] or [evil] descriptors. You will often see clerics of evil gods prepare cure spells in published adventures (or just in normal play) since they don't have as quick access to them as good/neutral clerics. It's not as if the gods of those evil clerics want their chosen to die, after all. Cure spells are allowed just fine for the evil ones. Now [good] aligned spells, on the other hand, would not be. Your God of Knowledge,
An evil cleric is not entitled to spontaneous casting for cure spells, but can still otherwise prepare them normally. They are not removed from his spell list. As such, an evil cleric can use a wand of cure light wounds with no use magic device check needed. Someone from a different class (let's say a Rogue) would need to make a DC 20 check to use the wand. One thing you are confusing is Channeling. "Channel Positive Energy" or "Channel Negative Energy" is different from a cure/inflict spell, has a different effect, and cannot be put into a wand. Your God of Knowledge,
d20pfsrd.com wrote:
I consider RAI when giving my answers as well, and it depends on how Smite is represented. If one thinks of it as the Paladin's god infusing his attacks (and now his allies) with holy energy, then it makes sense to apply to any kind of attack, not just a manufactured weapon. The ability is Supernatural, after all, implying some type of magic involved (since it won't function in an Antimagic field) as opposed to something more innate like an Extraordinary ability. In any case, if you wish to discuss it more then please make a new thread for it. I probably should have not answered it here to begin with, this thread is just for questions for a FAQ. Your God of Knowledge,
I can answer that one right away actually. The smite would, in that case, add in anytime the player had to roll to deal damage. This includes spells and supernatural abilities. If the text said 'weapon damage', that would be a different story. By RAW, it is any damage roll. Your God of Knowledge,
Here is the full text from Mithral: PRPG wrote:
Emphasis in bold. The only time the decrease does not apply is for purposes of proficiency. A barbarian could indeed wear Mithral Full Plate and gain his Fast Movement while doing so. He would take the ACP as a penalty to his attack rolls, however, unless he also took the Heavy Armor Proficiency feat. Your God of Knowledge,
Asmodeus and I are actually good friends. There's a lot of summoning magic involved in all his priests' devil alliances. In fact we just had a punch social last week. Though I think the punch he brought was all blood. He's weird like that. To be honest, I'm pretty buddy buddy with most of the gods. Everyone loves magic, and well, that's kind of my thing. Except Irori. F*** Irori. Your God of Knowledge,
I admit to being partially blind in both eyes. Apologies for skimming, I did miss the part on manufactured weapons. Think of me as the old grandfather, one that is rarely wrong on the issues of rules but seems to pop in on random discussions. "So I was thinking about making a half-orc rogue."
Your God of Knowledge,
What? I only meant natural attacks. I am well aware that attacks with manufactured weapons allow you to take multiple attacks, including said Balor. Nethys wrote:
I suppose you could read that as me saying that any creature possessing a natural attack is thus immune to multiple attacks... but that just seems silly. I was merely replying to your claim that any creature with a higher than +6 bab got multiple attacks (in the context of natural attacks) and wanted to point out that you can't take multiple attacks with natural weapons. Manufactured ones, sure. I don't dispute that. Your God of Knowledge,
Zurai wrote:
Creatures with natural attacks do not get multiple attacks for a high base attack bonus. You can also find proof of this by glancing through the Bestiary at any creature with a higher than +6 Base Attack Bonus, as they still only have one attack per type. Pathfinder RPG Core wrote:
Your God of Knowledge, Nethys
Bah, prayers are getting read wrong. That's another few beings I need to smite. Edited, Quick Draw not necessary. Use multiple attacks, TWF, whatever you like. Once you're throwing 4-5+ shurikens in one turn, who cares how you describe it? Edit: Zurai is indeed correct, I overlooked shurikens being considered ammo for purposes of drawing as well. In that case, you don't even need Quick Draw. Throw as many as you have attacks and just say they're from one throw. Who cares that you roll one after another, there's a number of ways to describe your flavor. Your God of Knowledge,
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