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Hello all. Looking through the many posts on the recruiting wall, I thought I’d try also creating my own post. Currently looking for a party and GM to run Agents of Edgewatch in Play by Post format. Obviously this won’t happen without a GM but hopefully we’ll get some interest on both sides. Getting players will likely not be a problem considering the recruitment forums are filled with people who want to play this.
The feat gives a +1 morale bonus on attacks and +4 bonus vs fear saves as a swift action and the other gives a +1 competence bonus on attacks and a +4 bonus vs fear saves as a standard action. The way I'm reading it is that I can do both in round 1 and give everyone +2 to hit and +8 to fear saves? Let me know.
Hey, I have run into an issue with Hero Lab and I saw it posted in a couple of places. Also, some people have said they have run into this interpretation at PFS games. So, here it is: Rogues don't have access to all rogue talents. Now, I know it says that rogues have modified talents in Unchained. I also know they had a list of unmodified ones. But I don't see anywhere that they don't have access to any other talent for the rest of time. Like, why would the Bomber talent not be available? I don't get it. If it's true, I don't understand the reasoning. If it's not true, why are people interpreting the rule this way? I can't find an FAQ or any thread with a definitive answer. Does anyone know when an FAQ for Unchained is coming out?
Hey. I have an idea for a character but I'm looking for advice on feats and discoveries. So far, I know I want to play an alchemist grenadier/toxicant. I plan on using a crossbow to apply poison or alchemical items from the archetypes. For race, I'm going with tiefling. This is for an adventure path which will likely be Hell's Rebels.
http://www.d20pfsrd.com/traits/magic-traits/unstable-mutagen I'm currently building a Mutagenic Mauler and I'm considering taking the trait Unstable Mutagen. I was wondering if this trait allowed me to have two mutagens going (one regular and one unstable). I know I wouldn't be allowed to have the benefits of two different ones but having two would be incredibly useful. Anyway, I wasn't sure on the rules on this one hence the question. Hero Lab makes it look like it allows two mutagens but I wanted to make sure before I finished building the character.
Hey folks, I am building a halfling cavalier and wanted to ride a wolf. At 7th level, the wolf would become large. What happens to me at that point? Am I allowed to ride a large creature being small? If not, why would this be an option? Can anyone point me in the right direction? I'm having trouble finding it in the rule book.
I am currently building a magus for my next campaign. I would like to take three archetypes that don't seem to crossover but I'm not sure. The wording is weird. Staff Magus
Clearly trying to build an elven version of Gambit here. So the issue I'm having is this: Staff Magus gets ride of the medium and heavy armor class abilities to cast while wearing these types of armor. Spire defender gets rid of armor proficiencies but leaves the door open to take the proficiencies at a later time once you've reached those levels. Here's the wording of Spire Defender:
For me it's the wording of leaving the door open later on to take advatange of the class abilities if I choose to take the proficiencies that's bugging me. I feel like one is really trying to get rid of the proficiencies and one is clsing the door entirely on going down that road with anything but light armor. Please let me know your thoughts and it would be great to get a paizo staff ruling on this one. |