A swift action consumes a very small amount of time, but represents a larger expenditure of effort than a free action. You can perform one swift action per turn without affecting your ability to perform other actions. In that regard, a swift action is like a free action. You can, however, perform only one single swift action per turn, regardless of what other actions you take. You can take a swift action anytime you would normally be allowed to take a free action. Swift actions usually involve spellcasting, activating a feat, or the activation of magic items.
Hypothetical: I'm a multiclassed Inquisitor/Cavalier. I can activate my Judgement ability as a Swift action, and I can buff nearby allies with my Tactician ability as a Standard action, and I can still use my Move action to move, draw a weapon, etc.
I level up a bit and now I'm an Inquisitor # / Cavalier 9. My tactician ability gets stronger and faster! Huzzah! Now it can be used as a swift action... Wait WHAT!? Before this I could use both the Tactician ability and my judgement ability in the same round, and now that I'm better at it, I can't? I want to be able to buff my allies, and as I get higher level and supposedly better at it, I actually get slower/worse at it? *facepalm*
This isn't the only case where an ability "upgrades" and "gets faster/easier to use" by becoming swift actions instead of Standard or Move, which actually ends up makes it harder to use. Bardic Performance, for example, start off as Standard, the upgrade to Move, then finally to Swift. A multiclassed Bard/Inquisitor starts being able to activate a Performance and a Judgement in the same round no problem, but as he gets "better" at it he eventually becomes unable to do this anymore. A multiclassed Bard/Cavalier starts off being able to start a Performance and issue a Challenge in the same round, but as he get's "better" at doing this, he becomes unable to do it.
Yeah yeah, these are corner case scenarios. Who cares? Well, I do. Anyone who plays characters into the teens of levels probably will as well. I get not wanting a high level caster being able to cast 3 quickened spells in a round, I can even understand wanting a single classed Inquisitor after level 5 having to spend two rounds to get the bets of his abilities (first round to swift action judgement, second round to swift action bane), but this "only one single swift action per turn" really hurts in scenarios where the ability in question starts off as a Standard or Move action and "upgrades" later on (really, a downgrade if you have other swift action abilities that you can no longer use at the same time with the "upgrade" but you could before).
All I can really say is... why? Why are abilities being designed that "upgrade" to the point of not being able to be used as effectively in conjunction with other abilities as they were able to at lower levels.
The Masters of Golarion have assembled. They are ready to take on the forces of evil, Sallying forth, the are about to embark on an epic journey, when... time simply stops.
We have characters made, and were on the verge of starting the game, when our GM vanished without warning or trace. All our work, preparations, and discussion, gone to waste. We are dying to play these characters, but need someone to help us make this a reality.
The players/characters are as follows:
Pirate playing Sir Orrin Neville-Smythe, a chivalrous Halfling Cavalier (beastrider), the epitome of valor packed into a small frame.
Grand Moff Vixen playing Katja, a benevolent Silver Dragon with an invested interest in mortal life.
aceDiamond playing Jacob Radigan, a Human Sorcerer and expert crafter, owner of the greatest magic shop in all of Golarion.
fnord72 playing Validk Ghujod, a shapeshifting Wizard, creator of a fortress like demiplane, our extra-dimensional base of operations.
Gobo Horde has shown interest as a player as well, but is as of this moment undecided on a character.
The above characters were created using the following rules:
Creation Rules we used wrote:
Use HD or CR whichever is higher plus class level, not to exceed 25
25 pt build
Monster races ok,
No 3rd party
Templates on player races only
Epic progression as noted on d20pfsrd
Leadership cohort/followers equipped from player funds
Wealth = 1,505,000 gold
Characters crafting their own gear uses craft cost to reach WBL
Characters can craft for other characters, but the character getting the item pays 75% cost instead of 50%
Crafting must be completed by a character, not by cohorts/npcs.
Crafting is per Core rules.
Our former GM also made a FAQ DOC for mainstreaming all of our questions, located HERE.
As the game itself did not officially begin, there is still plenty of opportunity to shape the game, and there is still flexibility in how it will all work. We are simply really enthusiastic about the possibility of this game and these characters. Alas, we are now in need of some wonderful person willing to help us out by taking the mantle of GM.
I don't want to speak for all of us, but I'm fairly sure that we all would be more than happy to answer questions and/or give more details about whatever you may want to know, and be flexible with how our characters were created if some of the creation rules are not something you are comfortable with (at least, I am willing). The main thing we're looking for is a game with actual epic level characters that is a healthy blend of playstyles (aka: not only combat, nor only intrigue and politics, but a mix of the two, perhaps leaning away from combat without ignoring it completely).
The Beast Rider Archetype has a list of mounts to chose from, then goes on to invalidate a number of those mounts. Can they or can they not choose from the entire list given?
Beast Rider (small) wrote:
At 7th level, he can also choose a dinosaur (deinonychus or velociraptor)
Beast Rider (medium) wrote:
Medium beast rider can also choose an allosaurus, ankylosaurus, arsinoitherium, aurochs, bison, brachiosaurus, elephant, glyptodon, hippopotamus, lion, mastodon, megaloceros, snapping turtle (giant), tiger, triceratops, or tyrannosaurus as his mount.
Beast Rider wrote:
A beast rider cannot choose a mount that is not capable of bearing his weight, that has fewer than four legs, or that has a fly speed
While I am sad about the clause about no mounts with the ability to fly, the contradiction of "cannot choose a mount ... that has fewer than four legs" following a list that HAS mounts with fewer than four legs is... truly painful.
A lance doesn't really fit into any of these. It is a two handed weapon, it is generally solid throughout it's length, which is also generally thicker than the "haft" of hafted weapons, is itself not really a "hafted" weapon at all, yet isn't a blade either.
Or is it assumed to be basically a thicker spear with special properties and uses the "two-handed hafted weapon" hit point value regardless of the length of it being thicker than your regular spear?
I couldn't help but notice that the Celestial Armor entry in Ultimate Equipment no longer includes the "silver or gold" descriptor.
Does that mean that now it theoretically can be made out of any special material? Adamantine for DR 1/-, or even the much coveted mithral (changing it's max dex from +8 to +10, the ACP from -2 to -0, and the ASF from 15% to 5%)?
Transfixing charge (from the Gendarme Archetype in Ultimate Combat) says "he deals triple the normal damage (quadruple if using a lance); this damage includes all increases from the Spirited Charge feat and from the use of a lance." Isn't that exactly the same damage multiplication as Supreme Charge when a regular Cavalier has the Spirited Charge feat, thus making the only difference between the two abilities the special effects caused on a critical hit?
Following are relevant rules quotes:
Lance: A lance deals double damage when used from the back of a charging mount. While mounted, you can wield a lance with one hand.
Spirited Charge wrote:
Benefit: When mounted and using the charge action, you deal double damage with a melee weapon (or triple damage with a lance).
Multiplying Damage wrote:
Multiplying Damage: Sometimes you multiply damage by some factor, such as on a critical hit. Roll the damage (with all modifiers) multiple times and total the results.
Note: When you multiply damage more than once, each multiplier works off the original, unmultiplied damage. So if you are asked to double the damage twice, the end result is three times the normal damage.
Exception: Extra damage dice over and above a weapon's normal damage are never multiplied.
Supreme Charge wrote:
Supreme Charge (Ex): At 20th level, whenever the cavalier makes a charge attack while mounted, he deals double the normal amount of damage (or triple if using a lance). In addition, if the cavalier confirms a critical hit on a charge attack while mounted, the target is stunned for 1d4 rounds. A Will save reduces this to staggered for 1d4 rounds. The DC is equal to 10 + the cavalier's base attack bonus.
Transfixing Charge wrote:
Transfixing Charge (Ex): At 20th level, a gendarme represents the epitome of mounted combat. Whenever he makes a charge attack while mounted, he deals triple the normal damage (quadruple if using a lance); this damage includes all increases from the Spirited Charge feat and from the use of a lance. In addition, if the gendarme confirms a critical hit on a charge attack while mounted, the attack deals maximum damage for the weapon wielded. Additional damage from weapon properties, magic effects, precision-based bonuses, or other increases are rolled normally. This ability replaces supreme charge.
Seems like the extra text in Transfixing Charge is either redundant (even though a 20th level Gendarme Cavalier will always have Spirited Charge while a normal Cavalier might not), is implying that Spirited Charge cannot be combined with Supreme Charge but can with Transfixing Charge, or was trying to say that Transfixing Charge is one multiplier higher than Supreme Charge and that Spirited Charge increases it further than listed (and yes, I have seen all of these mentioned by other people as the possible intent).
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If I make an acrobatics check to jump "as far as I can" and the result of my roll is higher than I could normally move in a round, how far do I actually travel?
Do I travel as far as I can based on my normal movement and then land? Or do I travel as far as my movement will allow for the round and remain in the air to finish the distance traveled in the following round (as it was in 3.x)?
If you have a Bard with the Geisha Archetype as well as another Archetype that switches out one of the performances that the Tea Ceremony can grant (for example, the Sound Striker archetype's ability Wordstrike replaces Inspire Competence), does it also remove it from the Tea Ceremony?
Or is the Tea Ceremony able to grant it by virtue of it (the Tea Ceremony) being it's own unique ability; thus it (the switched out performance) can only be gained via the Tea Ceremony and not via regular performance.
I'm in the mood to share, and would love to see some of your works as well! Painted minis, custom sculpts, terrain and dungeon tiles, random other game related arts and crafts, anything and everything!
Let the showcase begin!
Index of painted minis by me. Some of these are 20+ years old (as in, my very first attempts at painting minis), and some are as recent as a few months ago (so be prepared for a WIDE range in painting skills).
Index of the life sized Pathfinder Goblin that I made. His eyes glow in the dark too! (though I couldn't get my camera to get a good shot of the eyes glowing in the dark, and the flash of the camera in normal light makes them look like their glowing)... and yes, the last few are x-mas pics of the little guy. He even overcame his fear of horses for some of the pics! :D
This has been annoying me for a while, and I would love to see it get fixed.
The FAQ for Terrible Remorse does not match the Errata for Terrible Remorse.
Yes, the errata is the more recent update, but the date of it is fine print (seriously, look at how small and easily glossed over the date is), and the FAQ is so much more easily accessible and visible. Is it too much to ask to have the FAQ entry match the Errata?
Page 243, in the description of the terrible remorse spell, change the final sentence to read as follows.
If the creature saves, it is instead frozen with sorrow for 1 round, during which time it can take no actions and takes a -2 penalty to Armor Class, after which the spell ends.
Page 243 - In the Terrible Remorse spell, in the description, change the last sentence to reas as follows:
If the creature saves, it is staggered for 1 round and takes a -2 penalty to Armor Class, after which the spell ends.
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First off, great book.
However, I am a bit puzzled by the bard spell level for the spell "Sotto Voce" (page 61. it hasn't been added to d20pfsrd.com yet, so I can't link to it for ya).
School necromancy (fear, mind-affecting, sonic)
Level bard 1, cleric 0, sorcerer/wizard 0
Casting Time 1 standard action
Range close (25 ft. + 5 ft./level)
Target one humanoid creature of 4 HD or less
Duration 1 round
Saving Throw Will negates
Spell Resistance yes
Your dry, rasping whisper rills a living creature of 4 or fewer Hit Dice with unnatural dread. The affected creature must make a Will save or be shaken for 1 round.
This spell seems about on par with other 0 level bard spells like Daze and Flare. It is also significantly weaker than the spell Cause Fear (srd & prd) which is also a level 1 bard spell. In fact, what Sotto Voce does when a creature FAILS it's will save is exactly what Cause Fear does when a creature MAKES their will save. And Cause Fear can affect up to 5 HD, and is not limited to humanoids. o_O
Obviously I will be houseruling it down to a 0 level bard spell, but I'd like to know if there is a reason for it being a level 1 spell for bards.
For many people, adding music to a gaming session adds great atmosphere and heightens the overall mood. It can accent and add punch to an characters speech, add dramatic flare to a daring maneuver, and get the blood flowing for an epic battle. Sometimes it is mismatched and destroys verisimilitude, or can even make a dire situation light hearted. But for many, it is simply a nice touch that takes a background role.
What I want to know is: what are some of the memorable moments where the music made all the difference, intentional or accidental, for good or bad.
I'll start with a few examples from my gaming life...
When I first started gaming:
This was a very long time ago, and my older brother was DMing for me and some of my friends. 2e AD&D recently come out, so we were playing a mix of 1e & 2e, with a bit of Hero Quest thrown in from time to time. I don't remember much of the specifics, but we were on our last leg. Deep in the bowels of some ancient mountain and battling a rampaging cyclops. All of us were knocked out save for our ranger, who was running around trying to save himself, us, and take out this giant who was not going to let us go easily (well, at all really). We were all noobs, so really didn't know what to expect. The music so far has been dark, nothing overpowering. Our ranger is almost dead and gets off a lucky shot. We have no idea how well we're doing, but suddenly the cyclops begins to fall towards the ranger (large and larger creatures had the risk of falling onto and crushing us when they died). A lucky roll of the die, and te dead Cyclops falls mere inches away from the terrified ranger. Out of nowhere, the music crescendos to a loud, heroic fanfare with a long sweeping melody. The player of the ranger was standing and pacing nervously up to this point, suddenly gets covered with goose-bumps, and in a shaky voice exclaims "yyyyYYESSS! HOLY *expletives*", and is unable to do more than say "That was freakin Awesome!" over and over again.
Scared the crap out of us:
Searching through some old castle ruins in Ravenloft, everything is eerily quiet. We know something terrible is here, but we can't find any signs of anything. Interview with the Vampire is playing in the background. We find an area that looks like it was covered up with dirt recently, so we start digging. We dig for hours, and the eerie, distant and quiet strings of the Iw/tV soundtrack do a good job of keeping the haunted tension up. After some time and some rolls later, the DM says "You're shovels suddenly hit something hard!" Instantly (and completely by accident) after saying "Hard", the track changes to Abduction and Absolution. Over half of us literally jump out of our seats and start freaking out. It was beautiful.
I was using a cassette player at the time, and had made a 2 sided 90 minute tape of Gon's ending music from Tekken 3 to use as the backdrop for a casino that the players needed to infiltrate in order to gather info on several targets. It was going to be a session filled with espionage and gathering information. We also had sections set up so that we could get more in-depth with our investigations. We had a poker table set up so that we could gamble in real time with our characters gold while simultaneously questioning and discovering bits of information through the nights banter. One of the players decides to join the band, picks up the closest thing to a bass, and starts jamming along with the band (playing Gon's music over and over again). This allowed him to blend in while gaining a good vantage point of the entire casino to keep an overall eye on everything going on.
The night goes on, were all having a blast, and the espionage builds up until finally and loudly one of our targets figures out that something isn't right, freaks out, and starts to both fight and run. Upon seeing this, the player who joined the band decides to stop playing, and throws his bass down onto the ground in front of him (intending on then jumping off the stage to give chase). Just then, side A of my cassette ended: suddenly and instantly cutting the music off. Total Silence. Absolute perfect timing!
Just a few examples. My table is rife with events like these... though the best ones are the accidental ones... though there have been moments where the PCs have altered their course of action, sometimes to everyones detriment, because of the music playing. For example:
Sneaking into an Ogres lair:
We're all trying to be stealthy, and we knew that we were getting close to the Ogre's main chamber. A long snaking hallway leads up to it, and In the Hall of the Mountain King starts to play (though my recording is instrumental only, no choir, but the tempo is about the same). One of our players starts enacting how he's sneaking up in the hallway ahead of the rest of us, all tippy-toed to match the music, and as the music accelerates and intensifies, so does his "sneaky' approach, until (when the choir starts to sing in the link) he bursts out into a full-on sprint well yelling "AAAAHHHH". The shots followed by short silence is him suddenly stopping in the middle of a large room, Ogres turning to look at him, him sheepishly turning to tuck-tail and run away... and thus begins a fight that nearly TPKs us. ^_^
Becoming fatigued again makes you exhausted instead.
Resting for 8 hours removes this condition.
CRB, PRD, SRD wrote:
A fatigued character can neither run nor charge and takes a –2 penalty to Strength and Dexterity. Doing anything that would normally cause fatigue causes the fatigued character to become exhausted. After 8 hours of complete rest, fatigued characters are no longer fatigued.
The card mentions movement at half speed, but that line is not included in every other description of fatigued that I can find at the moment.
Which is the correct version?
(this came up in my game last night, and because the cards are the most recent product with these rules so far, we added "half movement speed" to our fatigued condition, as per the card. But now that the session is over, we'd like to get a clear answer as to what is what).
Please do not turn this into a thread about what is/is not appropriate for fantasy art. I do not want to see a flame war erupt because someone feels the need to continually post on how some piece of artwork offended them and the subsequent morality back-and-forth that will ensue because of it.
I DO want people to talk about art that they enjoy. I want people to share art that they enjoyed with others. And I want to discuss what it is about that piece of art makes you happy.
First off, there are two pieces of artwork by Paizo that I must say simply make my day.
First off, the picture of Mass Cacophonous Call in action on page 209 of the APG. It makes me giggle every time I see it. As a musician and sometimes educator, I can easily imaging a kid singing his heart out, thinking all is grand, and everyone within earshot vomiting from the horrendous noise coming from him (and appreciate their pain… I’ve heard things…. oh I have heard things!). ^_^
Second, I must compliment some of the art from the Halflings of Golarion book. Particularly the art on page 8. The anxious joy of the adventuring father coming in to see his new born for the first time. The elven companion who looks both happy and honored to share in this moment of joy -bringing in a new life to the world- with his good friend. The woman holding the babe -I'm assuming who is the mother (but possibly mid-wife)- who looks absolutely radiant and euphoric holding the new child. But, the BEST part of this work, the ABSOLUTE BEST part, is a tiny little detail in the top right corner, hiding in the shadows. Take a close look... at the totally DUMBFOUNDED expression on that half orcs face! It. Is. Hilarious!
It looks like he's not sure if he should be disgusted or happy, but is instead in a state of shock. I can only imaging what that half-orcs thought process is at that exact moment:
"…I'm surrounded by little folk...
...and I just saw an even littler folk come out of one of them...
I was bored a while ago and decided that I should use some of my theatre skills to make my gaming group a little mascot... a life sized goblin!
And now I feel like sharing some of our groups joy with the rest of you. Below are a few pictures of the guy. He's more of the dexterous rogue goblin, slightly smaller and leaner than his warrior brethren. He sports two daggers, some bronze earrings, the skull of some tiny humanoid (most likely a Grig or a baby Korred), and a bone-splinter necklace. His eyes are white right now, but in a few months they will become semi-translucent, revealing the red underneath. He stands at about two and a half feet, though in his current posture he measures in at 2' 4".
He's also so happy to be alive that he can't help but laugh.
Huntsman[/url]]A Huntsman weapon helps it wielder locate and capture quarry. When the weapon is held in hand, the wielder gains an enhancement bonus on Survival checks made to track any creature the weapon has damaged in the past day. It deals +1d6 damage to creatures the wielder has tracked with Survival in the past day.
How much of an enhancement bonus does it grant to Survival checks?
The three most likely candidates, in my opinion, are:
--it being equal to the enhancement bonus of the weapon
--it's a flat bonus (+4 for example, like the Dueling property)
--it's equal to the damage inflicted by the weapon to that creature prior to the survival check (very unlikely, but a possible interpretation, as there are abilities that follow this mechanic: the Enforcer feat, for example)
I've checked first printing, second printing, all the FAQs, all the errata’s, and searched the forums, and found no answer.
Huntsman: A Huntsman weapon helps it wielder locate and capture quarry. When the weapon is held in hand, the wielder gains an enhancement bonus on Survival checks made to track any creature the weapon has damaged in the past day. It deals +1d6 damage to creatures the wielder has tracked with Survival in the past day.
Simply put: how much of an enhancement bonus does it grant to Survival checks?
pfsrd.com ] If you have a base attack bonus of +1 or higher, you may don or put away a quickdraw shield as a swift action combined with a regular move. If you have the Two-Weapon Fighting feat, you can draw a light or one-handed weapon with one hand and a quickdraw shield with the other in the time it would normally take you to draw one weapon. If you have the Quick Draw feat, you may don or put away a quickdraw shield as a free action.
Bolding is mine again.
I get that with a quickdraw shield you can actually put it away as a swift action while moving instead of a putting it away as a move action or simply dropping it as a free action. But when taking it out to use, it is by RAW slower than a regular shield. Readying a QDshield as part of a move with a BAB of +1 or higher is a swift action. Doing the same with a regular shield (light, heavy, tower) under the exact same circumstances is a free action.
pfsrd.com ] Free actions don't take any time at all, though there may be limits to the number of free actions you can perform in a turn. Free actions rarely incur attacks of opportunity.
The difference between swift actions and free actions may seem negligible to some, but it is still a difference, and one that makes a big difference with my current character. It looks like the only way I can ready a quickdraw shield faster than a regular shield is if I take the quickdraw feat as well. Obviously I will be discussing this with my current DM/GM, but I was hoping to get some feedback from here as well (and perhaps some proof that maybe I did miss something).
Does the Lord's Banner of Crusades really give you your choice of 1 of 22 variable spell effects ranging in power from 1st to 4th level in addition to all the other effects of the Hallow spell, for a flat cost of 100 000 gp?
Details on the effects vs cost issue are in the above post.
I've not had to opportunity to play it yet, but I was thinking of making a Halfling cavalier. My original concept of a small armored gentleman riding his trustworthy riding-dog has, however, radically changed.
At first the following annoyed me greatly, but now I'm in pure awe. There is no specific animal companion block for a riding-dog, but I assume that role gets filled by the regular dog when it advances at 4th level to a medium sized creature. This means that my 1st level Halfling could buy a riding-dog for 150gp, but cannot be bonded with it via his class until 4th level... though he could ride a wolf at first level and call it his dog instead. A viable solution... but why stop there.
A Halfling (or Gnome) cavalier's list for mounts at first level is CRAZY! Why wait for a classic (and more urban-acceptable) riding-dog, when you could ride one of the following instead, right from the get-go:
The aforementioned Wolf
And even a Roc!
All of these creatures start of as medium sized animal companions (yes, even the t-rex and the roc), and thus can be used by a small character (Halfling / Gnome) as a mount. Sure, you'll need an exotic saddle, but I'd say it's worth the extra gold. And because they're medium, they can also be easily taken into dungeons with the rest of your medium sized party (the time it takes to combat train a mount, and then the extra tricks it gets for being an AC are well worth the investment)! Plus you don't have to advance them to the larger size at level 4 or 7, you can instead up their dexterity and constitution (or you could upgrade to something that becomes medium from small, like a cheetah or a velociraptor / deinonychus).
As a player I am drooling... but at the same time, it seems wrong to me that a Halfling cavalier can gain a triceratops (or anything else on that list) as a mount at level 1, but not a riding dog.