Nethys

Nethys's page

365 posts. Alias of Karui Kage.


RSS

1 to 50 of 365 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | next > last >>
Scarab Sages

UnArcaneElection wrote:

Archives of Nethys (the best overall, but doesn't have some stuff that www.d20pfsrd.com has)

^____________^

Scarab Sages

BRAINS FOR NETHYS
(please)

Scarab Sages

1 person marked this as a favorite.

THE WINGED ROBOT SPEAKS TRUE.

Scarab Sages 2/5

Awesome work Dorothy! :)

Scarab Sages

3 people marked this as a favorite.

Ah, what makes a god? Well good friends, it means being able to
*SNRKT*
NEVERMIND DESTROY ALL THINGS FIRE FLAMES HAHAHAHAHAHA

Scarab Sages

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
Everything from page 15 (and the entire book, so far)

Scarab Sages

Male Outsider 20 / Cleric 15 / Wizard 15 / Mystic Theurge 10
EndlessForms wrote:
One of these days I will convert the whole world to Archives of Nethys! [evil laugh]

You. I like you.

Scarab Sages

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 :)

Scarab Sages

Male Outsider 20 / Cleric 15 / Wizard 15 / Mystic Theurge 10
Aarakess Halcorn wrote:
I do not have anything that lists the Boons, does anyone have a cite to them from Inner Sea Gods.

Keep an eye out on the Archives of Nethys in the next day or two. :)

Scarab Sages

Male Outsider 20 / Cleric 15 / Wizard 15 / Mystic Theurge 10
EndlessForms wrote:

boots of haste*

*I don't think these exist. It's not a new item in this book and I can't find it on Archives of Nethys or anywhere.

I believe they are referencing these.

Scarab Sages

I do what I can. :)

Scarab Sages

1 person marked this as a favorite.
Tacticslion wrote:

So, Kroina.

Coming up blank for you too?

Honestly, I'd never heard of him (her?) until this search turned up (thank you, archives of Nethys, you continue to rock hard).

You're welcome. :)

Scarab Sages

Karse wrote:
Kill Nethys God of Magic.

No thanks.

Scarab Sages

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.

Scarab Sages

For some reason my mind replaced your 'heaviest' with 'baddest', haha. My mistake. :) Then yes, yours may very well weigh the most. Once I add the custom search in, you can just search for 'tons' and see what else pops up that has at least multiple tons listed for weight.

Scarab Sages

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.

Scarab Sages

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.

Scarab Sages

Consider that error corrected, thanks for pointing it out :)

Scarab Sages

6 people marked this as a favorite.

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.
.
.
New Features

  • Fully up-to-date information from every book in the Adventure Path, Campaign Setting, Module, and Player Companion lines.
  • The RPG line is now being integrated into the Archives. The Core Rulebook, Advanced Player's Guide, Ultimate Magic, and most of Ultimate Combat are online, with the others going very quickly. I programmed a little tool that allows me to parse and import data a *lot* faster then the old method. Each of these large books has averaged about 2-3 days to enter, meaning the 7 still not in (including Ultimate Combat) will be on within 1-2 months.
  • New sections have been added, including detailed Class sections (see all your Rogue talents and archetypes in one place, or Wizard familiars, schools, and archetypes).
  • Wondrous Items have been sorted using the Ultimate Equipment method, making that hard to find Chest slot item a whole lot easier.
  • Every single piece of information references the Source (or Sources) it came from and provides a handy link to take you to Paizo's store page for that product, allowing you to pick up the book you want quickly and efficiently.
  • Deities! They're all there, with hotlinks from their Domains to the Cleric section detailing them (and back) and more.
  • The Spells section previews a search tool that will soon be on every page. Check out the "Custom Search" option if you want to find that perfect spell. Select the spell's level, class, even scroll, sub-school, and descriptor. Want to find a 4th-level Transmutation spell for your fire-themed wizard? It's never been easier.
  • Every item also has a handy "PFS Legal" symbol next to it, for any Pathfinder Society players. Paizo's 'approved' list is constantly checked and the items are updated to make sure that you always know what is legal. As some of the legal material still has 'special' clauses, always be sure to check Paizo's list if you see something you like.
  • Ever wonder what was added when I update the site with a new book? Wonder no longer. Check out the Sources area for a list of every book that has been (or will be) referenced on the site. Each book provides a detailed list of everything I've culled from that source, giving you a link to its respective place on the site.

Upcoming Features
  • A custom search like the Spells one on every other page. Want to search for every Feat that has Power Attack involved? You can't yet, but you will be able to very very soon.
  • Bestiary 1, 2, and 3 all in one place. The program I wrote parses through monster stat blocks even easier than others. Very soon, the giant list of monsters I already have will grow by about a thousand more once those are in.
  • Minor bugs will be fixed. Right now, some links (mainly the animal companion or familiar ones which link to a Bestiary animal) don't work. They will be fixed when the Bestiaries are entered.
  • A prettier page. Right now, the page is very simple and user-efficient, but a bit bland. I have a rather lovely background/menu drawn and colored by famed Hugo Solis that is in the wings, ready to take a prominent place on each page and bring some life to the dull walls.

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.

Scarab Sages 2/5

Paths of Prestige will be added to the Archives within the next week or so.

Scarab Sages

Praise be!

Scarab Sages

5 people marked this as FAQ candidate. 1 person marked this as a favorite.

Q: Can an animal *companion* have an intelligence higher than 2?
A: Yes. The exact text in the Pathfinder Core Rulebook alludes to this. People might be confused as the 3.5 FAQ ruled that animals with Ints higher then 2 became Magical Beasts (or some such) but Pathfinder has changed this.

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:

This is a good point; it's probably a good idea to not increase the horse's Intelligence score to 6. But even if you do, the horse doesn't suddenly get the ability to speak or understand languages; he'd need to take ranks in Linguistics to do that, and even then would lack the ability to speak.

In any case, I'll speak with Jason about making sure this bit of clarification gets added to the FAQ or whatever we end up doing for the Bestiary. Of course, if you just use the quick rules for the advanced template (which is the whole point of the advanced template, to make it easy to use), this isn't a problem anyway.

I hope this helps to clear things up.

Your God of Knowledge,
Nethys

Archives of Nethys

Scarab Sages

I AM COME

Scarab Sages

Oh, it's on.

Scarab Sages

They do not. You can have as many primary attacks as you want and they will all have the same attack bonus (barring any specific Weapon Foci or other modifiers that only apply to one attack type). Secondary attacks are the only ones that take a penalty of -5.

Your God of Knowledge,
Nethys

Scarab Sages

If you have only a single slam attack for all of your natural attacks, then yes, it does. If you have '2 slams' or a slam and some other natural attack, then no, it does not.

Your God of Knowledge,
Nethys

Scarab Sages

I'm not an official Paizo staff member, but Zurai is correct. You multiply the enhancement bonus by 3 to take the effective caster level for that, and compare it to the caster level needed for any abilities. It would be a CL 9, in the original example.

Your God of Knowledge,
Nethys

Scarab Sages

Githzilla wrote:
Nethys wrote:
Bring on Pathfinder #41!
Hehe, you want to read about yourself?

Wouldn't you? I need to ensure that Paizo does justice to myself. And if they don't then THERE SHALL BE BLOOD.

Scarab Sages

Bring on Pathfinder #41!

Scarab Sages

You're quite welcome.

Scarab Sages

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,
Nethys

Scarab Sages

Using stealth underwater against other underwater creatures:

Pathfinder RPG wrote:

Stealth and Detection Underwater: How far you can see underwater depends on the water's clarity. As a guideline, creatures can see 4d8 × 10 feet if the water is clear, and 1d8 × 10 feet if it's murky. Moving water is always murky, unless it's in a particularly large, slow-moving river.

It's hard to find cover or concealment to hide underwater (except along the sea floor).

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,
Nethys

Scarab Sages

With no other feats/class abilities, it is single target only.

Your God of Knowledge,
Nethys

Scarab Sages

Father Dale wrote:

Don't forget that he can put more than one spell on a scroll. The random item tables for the DMG 3.5 could result in scrolls with up to 6 spells on them.

So we keep the limit to one scroll per day, but allow the crafter to put up to 6 spells on any individual scroll. That seems a reasonable limit. Otherwise, a crafter could theoretically make 40 1st lvl scrolls in a single 8 hour day, which does seem a bit much.

While I would prefer the ability to scribe multiple spells on a scroll was indeed possible, it is not, unfortunately, by RAW.

PRPG wrote:


Scribing a scroll requires 1 day per 1,000 gp of the base price. Although an individual scroll might contain more than one spell, each spell must be scribed as a separate effort, meaning that no more than 1 spell can be scribed in a day.

GMs are, as always, free to house rule this for their own games.

Your God of Knowledge,
Nethys

Scarab Sages

Nekomante wrote:
Nethys wrote:
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.

I see...

My understanding was that, since evil clerics are not allowed to channel positive energy, they were automatically precluded from casting Cure spells of any sort, because the descrption for those spells explicitly states "the cleric channels positive energy".

I even know of a fellow gamer whose cleric of Urgathoa avoids casting Cure spells of any type (not even from a wand or staff) because he's afraid that by doing so he would immediately incur the wrath of the Pallid Princess. :)

Quote:


Someone from a different class (let's say a Rogue) would need to make a DC 20 check to use the wand.

OK, we agree on this one.

--
Nekomante

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,
Nethys

Scarab Sages

2 people marked this as a favorite.

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,
Nethys

Scarab Sages

1 person marked this as FAQ candidate.
d20pfsrd.com wrote:
Nethys wrote:

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,
Nethys

I suspect the RAI (rule as intended) though was meant to apply to weapon damage rolls. I, as a DM, would not allow adding on the smite bonus damage when rolling damage from spells, magic items, etc.

I could be wrong of course, just saying what I suspect the intention is/was.

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,
Nethys

Scarab Sages

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,
Nethys

Scarab Sages

For those that have asked questions and not received answers, I appreciate your patience. I have been distracted ensuring that my new Archives were completed first. Now that they have, I can get back to focusing on the answers for this FAQ.

Your God of Knowledge,
Nethys

Scarab Sages

Here is the full text from Mithral:

PRPG wrote:


Mithral: Mithral is a very rare silvery, glistening metal that is lighter than steel but just as hard. When worked like steel, it becomes a wonderful material from which to create armor, and is occasionally used for other items as well. Most mithral armors are one category lighter than normal for purposes of movement and other limitations. Heavy armors are treated as medium, and medium armors are treated as light, but light armors are still treated as light. This decrease does not apply to proficiency in wearing the armor. A character wearing mithral full plate must be proficient in wearing heavy armor to avoid adding the armor's check penalty to all his attack rolls and skill checks that involve moving. Spell failure chances for armors and shields made from mithral are decreased by 10%, maximum Dexterity bonuses are increased by 2, and armor check penalties are decreased by 3 (to a minimum of 0).

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,
Nethys

Scarab Sages 2/5

Look forward to my presence at both Cons as one of Frost's Assistants. I'll be the guy that's half burned.

Your God of Knowledge,
Nethys

Scarab Sages

For what it is worth, in regards to spell-like abilities, Zurai is correct.

Your God of Knowledge,
Nethys

Scarab Sages

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,
Nethys

Scarab Sages

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."
"Shield spikes and the Bashing quality stack!"
"..."

Your God of Knowledge,
Nethys

Scarab Sages

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:


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.

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,
Nethys

Scarab Sages

Zurai wrote:


Iterative attacks don't have to be listed on a chart. Iterative attacks are a function of having a BAB of 6 or higher and using a manufactured weapon. Any creature that fulfills both those criteria can make iterative attacks.

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:


Natural Attacks: Attacks made with natural weapons, such as claws and bites, are melee attacks that can be made against any creature within your reach (usually 5 feet). These attacks are made using your full attack bonus and deal an amount of damage that depends on their type (plus your Strength modifier, as normal). You do not receive additional natural attacks for a high base attack bonus.

Your God of Knowledge,

Nethys

Scarab Sages

Yes.

Your God of Knowledge,
Nethys

Scarab Sages

I will be there as myself.

So, Nethys.

Me.

Scarab Sages

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,
Nethys

Scarab Sages

Who says you can't throw a shuriken in each hand? The two-weapon fighting rules allow you to use thrown weapons, and even use shurikens as an example.

Take Bob Ninjawannabe, level 1 Human Fighter (I am aware a Monk may be more appropriate, Irori can suck it).

+1 BAB, 15 (+2) Dex, 16 (+3) Str. Just to demonstrate that it can be done with no feats, here is what his attack bonus would look like were he to throw shurikens.

One Shuriken: -1 attack (+1 BAB, +2 Dex, -4 proficiency)
Two Shurikens: -5/-9 attack (as above, -4/-8 penalties for TWF with a light offhand weapon)

The shurikens would do 1d2+3 damage each. Keep in mind that though Two Weapon Fighting and Exotic Weapon Proficiency (Shuriken) would make things easier, anyone can use them without.

Now let's pretend Bob is a smart wannabe, and takes Weapon Focus (Shuriken), Two-Weapon Fighting, and Exotic Weapon Prof. (Shuriken). Now he has:

One Shuriken: +4 attack (+1 BAB, +2 Dex, +1 WF)
Two Shurikens: +2/+2 attack (as above, -2/-2 penalties for TWF with a light offhand weapon, but with the TWF feat)

Also, I assume Bob has both shurikens drawn at the start of his turn. If he did not, it would be a move action to get each shuriken out. If he replaces Weapon Focus with Quick Draw, or just takes it later on, then he can draw his shurikens as free actions and stop worrying about it.

The rules do not get in the way of fun. Only a lack of understanding and wisdom.

Thankfully, I hear your prayers.

Your God of Knowledge,
Nethys

1 to 50 of 365 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | next > last >>