Trisagon's page
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Hi everyone. One of my players wants an ooze as animal companion. He found this 3.5 feat on Archive of Nethys:
Ooze Companion
Source Dungeon Denizens Revisited pg. 18
Your understanding of oozes has grown to the point where you can bond with one as a companion.
Prerequisites: Ooze Whisperer, animal companion, wild empathy.
Benefit: Add the following oozes to your list of possible animal companions. 7th—gelatinous cube, gray ooze; 10th—ochre jelly; 13th—black pudding. Because of its nonintelligence, an ooze companion starts with 0 tricks (only your bonus tricks from druid levels apply) and can only learn the following bonus tricks: attack, come, defend, and stay.
Any idea on where to get the stata of these animal companions?
That's awesome.
And with the second part of Omnikinesis description, I can basically have every utility wild talent, provided I spend burn to gain the further prerequisite. Am I right?
Thank you for your answer. So, if I get it right, I can basically have every composite blast in the game for maximum 2 points of burn?
Hi everyone! My character just reached level 20, and I am trying to wrap my head around Omnikinesis.
Omnikinesis (Su)
At 20th level, a kineticist transcends the distinction between the different elements and can bend all creation to her will. By accepting 1 point of burn (in addition to any burn requirement of the kinetic blast she chooses), she can use any blast wild talent she doesn’t know.
By accepting 1 point of burn as a standard action, she can change any of her wild talents into any other wild talent of the same category (such as simple blasts or defense) for 24 hours, ignoring any elemental requirements or restrictions (but not any other requirements or restrictions).
The elements I have are aether, fire and stone. Can I make a Plasma blast if I use Omnikinesis? What would I have to do?
Can I cast fickle winds on my small-sized ranger?
The text seems to hint at a no, but it seems quite weird to me.
Targets one or more Medium creatures/level, no two of which can be more than 30 ft. apart
Duration 1 minute/level (D)
Saving Throw none (see text); Spell Resistance yes
Description
You create a mobile cylinder of wind encompassing every target of the spell and protecting them as wind wall, but not interfering with them in any way. For example, arrows and bolts fired at the targets are deflected upward and miss, but the targets’ own arrows or bolts pass through the wall as if it were not there.
A Large creature counts as 4 Medium creatures for the purpose of how many targets you can effect with the spell; a Huge creature counts as 8, a Gargantuan creature as 16, and a Colossal creature as 32. This spell has no effect within the area of a higher-level wind or weather spell.
Thank you very much for your answer. I still do not understand why at level 14, for example, you write
Slam attack: +9 (1d8+7) -> +15 (2d6+11) [x2]
while in the Aether puppet text it is written that at lvl 14 you can animate a Huge animated object, with the abilities of a Large animated object. The way it's written, it seems to me that it is more than a downgrade than it is an upgrade. Am I wrong?

Hi everyone, I am playing an aether kineticist and I stumbled upon the aether puppet utility wild talent. While reading it, I did not exactly got what it meant, for example, that a Gargantuan animated object gained the abilities of a huge animated object. There isn't any ability listed in the huge animated object bestiary sheet, and the wild talent states that you do not get the construction points. Any idea?
Element aether; Type utility (Sp); Level 5; Burn 0
You use strands of aether to animate an object. You can animate a Medium or smaller object as an animated object (Pathfinder RPG Bestiary 14) with no Construction Point abilities (except for stone or metal [common], if the object is constructed of one of those materials). Each round on your turn, you must take a move action to guide the object, or it reverts to its inanimate state. By accepting 1 point of burn, you can pour a bit of your own sentience into the aether puppet, allowing the effect to persist for 1 round per kineticist level without requiring additional actions. At 12th level, you can animate a Large or smaller object, which gains all the abilities of the Medium animated object plus the additional attack ability. At 14th level, you can animate a Huge or smaller object, which gains all the abilities of the Large animated object. At 16th level, you can animate a Gargantuan or smaller object, which gains all the abilities of the Huge animated object, as well as the metal (mithral) ability if the object is made of mithral. At 18th level, you can animate a Colossal or smaller object, which gains all the abilities of the Gargantuan animated object, plus the metal (adamantine) ability if the object is made of adamantine.
Name Violation wrote: Cast gravity bow on a horn bow, vital strike chain of feats I knew of gravity bow, but it's not permanent and wastes a standard action (if I can cast it at all). I tried to find a way to enchant the bow to permanently increase weapon damage die by one size, I could swear I saw it somewhere, but I did not find anything.
What about static bonuses? Ranger, Fighter, zen archer monk, any idea?
I am trying to build a character that is focused to do the most possible damage with a a single arrow. Everything is allowed, even mythic, and 3pp but GM might want to check first. How would you build such a character?
Is there a way to increase the dice damage of an hornbow permanently, like impact does for melee weapons?
I think I get it now, but just to be sure, is this example correct?
Round 1: Blue dragon does not breath line but uses storm breath as a standard action, and rolls both a 1d4 and 1d6, and as a free action he calls lightning.
Round 2+: If 1d6 result>1, he can keep calling lighting as a free action, and if he's lucky enough he can even get to the point to both breath line and call lightning, if he rolled for example a 1 on the d4 and a 6 on the d6.
If he is not lucky, he rolled a 4 on the d4 and a 1 on the d6, meaning that he calls lightning only the first round and cant breath in any way for 4 rounds.
Hi everyone, I am having some trouble to understand how Blue dragons' storm Breath works. Here is the text:
Storm Breath (Su)
A wyrm blue dragon can use its breath weapon to create a storm of lightning. This functions as call lightning storm but the damage is 24d8. The dragon can call down 1 bolt per round as a free action for 1d6 rounds. The save DC is 32. Additional uses of this ability extend the duration by an additional 1d6 rounds.
Does this mean that a blue Dragon can breath every 1d4 round and then, as a free action, use storm breath to deal Breath damage again, this time targeting only one creature? Can he use storm breath at will?
I do not undeestand the meaning of the last sentence of storm breath description.
I have a question regarding the spell Possession. The spell description says that you gain the hitpoints of the creatures you possess, but does that include the hitpoints which come from class levels or only the racial ones?
Possession
Awesome! I am trying to build a bloodrager based on natural attacks, with the draconic bloodline I gain wings while bloodraging, with the primalist archetype I'll pick up the rage powers which give more natural attacks.
Can I start putting ranks in the Fly skill at lvl 10, when I take the Fly spell?
Hi everyone!
Can I take the Powerful Wings feat if I gain wings through a bloodrager bloodline power (e.g. Dragon Wings (Su))?
Hi everyone!
Can I take the Powerful Wings feat if I gain wings through a bloodline power (e.g. Dragon Wings (Su)?
Hi Everyone, I am building an Abyssal Bloodrager and have just started looking into archetypes. RAW, can I combine Crossblooded with Untouchable and Primalist?
Hi everyone,
I am trying to build a Dex Gloomblade fighter which uses starknives as his main weapons and he's able to throw them efficiently. I read a lot of threads about Gloomblade weapon training and his interaction. For this build in particular I would need Ricochet toss, but I am not sure I can take it by RAW. For now I came up with something like this, but I am open to suggestions.
1 Weapon focus (starknife)/Weapon finesse/Quick draw
2 Starry grace
3 Skill focus (Stealth)
4 Weapon specialization (starknife)
5 Owl Style
6 Gloomstorm
7 Owl Swoop
8 Greater weapon focus (starknife)
9 Iron Will
10
11
12 Greater weapon specialization (starknife)
13
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15
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20
I was very confused to see that monster abilities often exceed DC guidelines. I guess I will just take an higher level demon and try to roughly compare the CR.
Hello everyone! I am trying to stat a CR 15 Succubus but I am facing some problem. While I find it easy to add class levels and adjust the CR, I still have issues while trying to advance monsters with racial HDs. The main problem I faced was the ability score adjustement. Following the official "Monster Advancement" guidelines, I can adjust the ability scores in order to reach the suggested damage and HPs. What happens when I try to advance a monster such as the Succubus, which also has Spell-like abilities? Do I have to reach suggested damage, AC, HPs and DCs or do I just focus on either the combat or the spell-like abilities?
Thank you all in advance
Melkiador wrote: You aren't likely to find a perfect fit. In a game that already encourages 15 minute adventuring days, a character that is only strong 15 minutes per day is stock. I am building an NP. While he doesnt have to be a perfect fit, it would we good to get at least an Escanor vibe, something like 1/day, considering only the noon power spike maybe?
How would you build Escanor from the Seven Deadly Sins? What level would you think he is? Do you have any idea on how to build him, possibly with some kind of Nova power? Third party material is more than ok if it works
Thank you all in advance
Taja the Barbarian wrote: Trisagon wrote: ...
As you are the GM, you could just waive the '+5' limit on the amulet as a 'house rule': This would allow your fists to be as good as any weapon as long as you are willing to spend the gold.
That seems fair, thank you all for your suggestions!
Regarding handwraps, it seems it is a movement action. Read the answer of a developer (Luis Loza) here:
https://paizo.com/threads/rzs42duv?Martial-Arts-Handbook-handwraps
Daw wrote: Whatever your potential plans for the NPC you need to at least think about balancing the possibility of the party gaining the item. GM fiat protecting GMPCs tends to cause hard feelings. I am totally in favor of players using an item like that, and one of them already does. I just wanted to know if there is something RAW legal that could work.
I am the GM, but I like this character a lot and I would like to play him someday, so I am trying to make it as RAW legal as possible. He's a kineticist which uses both ranged blasts and kinetic fists, and I am trying to find a a way to get both the +5 enhancement bonus on attack and damage rolls (to overcome most DR types) + flaming, agile, ecc. If you have ideas, I would be glad to hear them.
Can I craft an Ioun stone which give a +5 enhancement bonus on natural attacks (like AOMF does)? If yesm how much would it cost?
thank you for your answer. Unless some other weapons or magic item comes up, I guess I am stuck with using storing gloves to unequip handwraps and then re-equipping them after combat.
Danny StarDust wrote: It depends on the item stored. Does it take a full round action to "equip" an item, then it also takes a full round action to equip said item after retrieving it from the gloves.
I understand that, by logic, handwraps, brassknuckles and spiked gauntlets appear in your hands and not equipped, but is it listed anywhere what kind of action it is to equip them properly?
Hello everyone. I have a question that came to my mind while building a kineticist. Do gloves of storing automatically equip a weapon when used? I get that if I used them to store a longsword, for example, the longsword would appear in your hand and you could wield it as a free action. But what about spiked gauntlet? What about handwraps? Is it specified anywhere the type of action needed to equip them, or are they treated like any other weapon?
Thank you for your answer. I get that a spiked gauntlet woulddo the trick then, being a light melee weapon. From what I understand that would be only cosmetical, as I wouldnt add any damage from feats like power attack ecc. Is that right?
Hi everyone! I recently bought occult adventures and fell in love with the kineticist, but I am also confused about certain rule interactions.
1) Can a Kineticist use Kinetic blade to create a brassknuckles? What about handwraps?
2) Does Kinetic blade allow iterative attacks? If yes, do I have to spend burn for each attack?
Thank you in advance
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Hello everyone! Quick question: do u have to spend point from your eldritch pool to gain the bloodrager's bloodline abilities that are always active, even while not in bloodrage?
I have read dozens of threads about the possibility of enhancing magi's Unarmed strikes via Arcane pool. Is there a FAQ or something that finally clarifies this?
I understand that RAW the spell is wasted, but to me it doesnt make too much sense. In my opinion it would make more sense that, if you miss the arrow, you dont do your normal arrow damage but you still do your spell damage, unless u roll a 1. Hitting a square is a very low DC, I dont get why the spell would be wasted. But we are here to discuss RAW, so there's no need for my ranting. Thank you for your help!
Thank you for your detailed answer!
What happens if I miss the target with a Fireball imbued arrow? Does the spell work anyway or is it wasted?
Hello everyone! I was trying to build an Arcane Archer and I met some diffulties.
1) The Arcane Archer's Imbue Arrow ability says you can fire an arrow as part of the casting. If I take a full attack action and quicken a spell to use Imbue Arrow with, can I both full attack and shoot an imbued arrow?
2) Vital strike is an attack action, is it compatible with Imbue Arrow? If not, is it compatible with Imbue Arrow + Quicken spell? If this second case is legal, do I shoot 2 arrows or just one?
3) Do an arrow shot with the Imbue Arrow ability deal normal damage + spell damage, or just the spell damage?
This character will use spears/javelins for setting reasons, but the blinkback belt is an awesome ideas! thank you!
It's just an NPC, so I just needed to make it rules compatible and I have no need for optimisation. I messed up and I read monk's proficiencies instead of flurry of blows text. Anyway, thank you all for your answers, you are the best!
Just one last question: Do I use Dex to hit and Str to damage or Str for both? This FAQ confused me
I am building a Monk who uses Flurry of Blows to throw javelins, but I dont understand if this is legal RAW. Is throwing a weapon the equivalent of an attack action? Can I throw multiple weapons as part as a full round action?
Ps. Quick Draw is a must, right?
Thank you in advance
I agree with you, but i didnt find this in the rules. I was asking cause there may be an in-game reason for this to happen, and I needed to know how to advanced them, but neither The Sideromancer not I found a table or a specific rule.
I tried figuring out the CR adjustment by comparing this template with other templates which give a breath-weapon, like:
Demonic Vermin: 1d6 per CR point. Wait 1d4 between uses. CR +2
Element infused Template: 3PP Material, 1d6/3 HDs. Once every minute. CR +1.
Given that an Half-Dragon already has a breath weapon (1/day), I'd say the adjusted CR should be somewhere between +3 and +4, probably +3. What do you think?
Thank you for your answer.
The creatures above are just examples,so there's no reason to worry about DR.
Hello everyone! I was trying to advance some monster I need for the game I will DM in a month and I encountered two problems.
1) Suppose I want to advance a Brown Bear (Animal) by adding 4 HD. This creature should now gain an ability score increase: if I put this in Int, the creature should now become a Magical Beasts, cause no animal can have an Intelligence score of 3 or more. Should i change Bab, Saves, ecc to adjust the creature for his new type?
2) Suppose I want to add the Vampire Template to a Dryad (Fey). What table should I look at, if i want to advance that Dryad (Fey) by adding HD, the Undead or the Fey one?
Thank you in advance
My bad, with "at-will breath weapon" I meant with no x/day uses limit, i would have still limited it like a dragon's breath --> "once and then wait 1d4 round".
I am not aiming for a super balanced CR, as it isnt a playable race, but since both allies and foes of the PC are going to get this template, I need to have a rough CR adjustement. it doesnt need to be exactly 1d6 per HD either, but somewhere between 1d6*(1/2 HDs) and 1d6*HD.
Hello everyone! For my custom setting, I need to modifiy the half-dragon template so that it gives an at-will dragon's breath. How should I change the CR modifier? I am also open to consider other templates which give an at-will breath weapon (1d6 for HD), either official, 3PP or Homebrew material. Thank you in advance
Hello everyone!
I am going to DM in a few months and I have decided that a part of the main plot will be revolving around this Major Artifact, the Codex of the Infinite Planes. I really like this item, but I would like to change the catastrophes in order to make them more destructive in the area around the Codex (keeping effects like Fiendish Vengeance (Balor/Pit fiend summoning) or Zombie Apocalypse) and removing catastrophes which befall the user alone (like Formless and Ultimate Imprisonment). I have not many ideas, I just need these new affect areas of at least 10/15 miles radius around the Codex. Do you have any ideas?
I have never been a huge fan of the Vancian system. In April i will DM a Pathfinder campaign and I wanted to change how spellcasting works; I looked for alternative magic systems and after Words of Power and Sphere of Power I found Elements of Magic (Revised). I really like this system, for both its flexibility and the fact that it will work very well for my setting. While reading the rules and trying to create custom spells, I noticed that it probably isnt very compatible with Pathfinder, mainly for the huge bonuses to AC, Saving throws, Temp HP ecc you can easily get, even at low lvls. I wanted to know if there's someone who managed to either use the system RAW and make it work or revised its content to make it really compatible with Pathfinder.
I'm the DM, I have no intention of giving it to the players. I just wanted to know, flavor-wise, what people thought about its catastrophes.
While some of those are clearly a one time only effect (such as the summoning catastrophes), others have the potential to be permanent, with huge consequences on the world.
The game store has asked us to provide some flyers advertising our monthly Starfinder games. Has anyone already got something like that worked up in MS Word, MS Publisher, or Adobe that I can either use and modify or that I can use as inspiration to design something along the same lines?
Thanks
I created a rogue with the intention of following the Eldritch Trickster path, but now that my character is of a level to take the wizard dedication, I find that the Eldritch Trickster rogue racket is missing. Can I combine the Advanced Player's Guide with the Player Core/PC 2 or has it been phased out completely and I need to rewrite my rogue? Is there any chance it will be included in future revisions?
Thanks
I saw a video that recommended Dirge of Doom for bards, so I looked it up and am confused if it can actually be used effectively. It's a cantrip 3 with the focus trait, but only lasts one round. Since focus points don't come back until after a short rest, this seems to be of limited use most of the time. You can make enemies frightened 1 for one round. Based on this interpretation, this doesn't seem like it would be a good use of a feat and a focus spell.
However, as a cantrip, it also has the "at will" trait. So is the "at will" only as long as the focus points hold out/refresh or is it "as many times as you want", regardless of focus points?
If it's my original interpretation, I will probably not waste the feat on something with such limited usefulness. So, any clarification or advice would be helpful before I cast it in stone.
Is crafting more cost effective than just taking income and buying the items you need? From my reading of the crafting rules, the best I can hope for is spending extra time and getting a 10% discount per day on the item.
E.g. Medpatch is 30 credits. I buy materials for 30 credits (15 to start and 15 at the end if I succeed). If I spend an extra day, I can get a 10% discount worth 3 credits.
In Starfinder Society OP, I get 8 downtime days, so I could potentially craft 4 Medpatches for 120 credits - 12 credit discount. My downtime earned income is worth a LOT more than 12 credits (once past 2nd level, anyway).
What's the benefit to crafting if you're spending so many credits and giving up your downtime income? Is this only useful for really expensive, uncommon, or rare items and not so much use for low level items?
This is the first time I've played a crafter, so I really have no idea if it's worth it to craft items.
I bought a bulk load of PFS maps earlier this year. Among them was a complete set of maps for Emerald Spire. So, I was thinking of running that for my PFS group locally. However, they are all comfortable with PFS 2e, now, and won't want to learn 1st Ed. (I, on the other hand, have extensive experience running 1st Ed.)
Would it possible for me to adjust the adventure so that it fits into 2e? Am I allowed to? Has anyone already done a conversion for it that I could use?
Thanks for any help or advice.
Marcia
(The Once and Future GM)
One of my characters took Azlanti language (pre-remaster), as it seems to come up fairly frequently in 2e scenarios. I played a third year scenario today where you were practically required to have Azlanti language or lore. However, it appears that Azlanti in ANY form is now illegal.
Do our characters who ALREADY have one of the Azlanti skills mysteriously lose them? If so, what happens when we play a scenario that still has them for skill challenges?
It seems really unfair to require these skills in older scenarios, but you can't study them anymore or that your character loses access to skills they've already got and have been using.
Thanks
Marcia
We're still limping along with the 8 pre-gens from Player Core Remastered, but the players want to see what the remastered pre-gens from Player Core 2 will be like, especially things like the Champion/Paladin. Will there be/Is there a new set of those?
Thanks,
Marcia
My cleric leveled to 6th level and gets a skill feat, but there AREN'T any 6th level feats. The highest level feat that I can select is 2nd (or 3rd, if I can sub a General feat). The next level that offers skill feats is 7th. Can I defer my selection until my character reaches 7th level? If not, I'll have to take a 2nd/3rd level feat that is really not needed at all.
Thanks
I recently created a leshy druid using the remastered rules (PFS 2E OP) and I have questions about the animal companion/familiar/pet. All three designations are included in the Player Core and may or may not be used interchangeably.
1) The racial feature "Leshy Familiar" says that I get a "plant or fungus familiar", but then as a druid, I get a "pet" which is a tiny animal companion. Are these intended to be the same creature or do I have 2 creatures?
2) Can I train it/them for specific tricks, like "come", "fetch", "hunt", etc?
3) The one I've chosen so far is a leshy (plant). Can I use the feat Train Animals on it or is there some other way to train it?
4) Do you train it using your downtime, similar to crafting items rather than earning money, or do you just "say" that you've trained it?
Thanks

Just played a fairly low level scenario (3-6) which has a certain creature that curses the character that kills it. On a failure, it's pretty much certain death for that character, as follows:
Trigger
The Sea’s Revenge (curse, divine, necromancy): A creature that slays a <redacted> is subjected to a mariner’s curse spell with a save DC of 17. The curse ends if the <redacted> is buried in a calm sea or after 1 week passes.
Mariner's Curse Spell
Failure: The target becomes sickened 1 and can't reduce its sickened condition below 1 while the curse remains. The curse can be lifted by remove curse or similar magic.
Sickened: You feel ill. Sickened always includes a value. You take a status penalty equal to this value on all your checks and DCs. You can't willingly ingest anything—including elixirs and potions—while sickened.
This seems to be a BIG problem for a low level party. E.g. any character that cannot eat, or especially drink, for a week is going to die. The scenario takes place where there are no casters available to remove curse and it was a long sea voyage to return to civilization. None of the PCs (3rd level) had a high enough check to determine what specific kind of creature it was. Considering that there were two of these creatures, that meant that potentially two different PCs could be condemned to death by the end of the scenario. Our GM just hand-waved it at the end, but, when I run it, is there a better way of dealing with it? Does this seem a bit over the top for 3rd level characters?
Pathfinder Maps Subscriber
"Feinting is a standard action. To feint, make a Bluff skill check. The DC of this check is equal to 10 + your opponent's base attack bonus + your opponent's Wisdom modifier. If your opponent is trained in Sense Motive, the DC is instead equal to 10 + your opponent's Sense Motive bonus, if higher. If successful, the next melee attack you make against the target does not allow him to use his Dexterity bonus to AC (if any). This attack must be made on or before your next turn."
During the session tonight, our rogue succeeded on a Feint check against his opponent thinking that he could get sneak damage during his next turn (denied his dex). However, the ruling at the table was that he could NOT do it DURING the next round, as the wording did not say "before the end of your next turn".
The wording says "on or before your next turn". Is there somewhere that clarifies that "ON your next turn" EQUALS or DOES NOT equal "before the end of your next turn"?
Thanks
Pathfinder Maps Subscriber
At the game last night, one of the VLs mentioned that the cost of cold iron weapons has changed, making them much more expensive. Does anyone know of this and where that change is posted?
Thx

Pathfinder Maps Subscriber
Our discussions and research into Create Pit last night led to the following realizations, but also led to some interesting questions (at the end):
The pit is extradimensional space and entire unto itself. It does not connect to anything. If you cast it on a 10'x10' table, you could look down 20-30' into the pit and see a bottom that far away, but if you looked under the table, you would see open space through to the other side of the table. I'm unclear what would happen if you moved the table, but I assume the pit would go with it, although that could end up with some silliness if you, say, pushed it off a cliff. My personal ruling would be that you could not move the table until the spell ended.
Also, since it's extradimensional, rather than physical, if you have 2 pits next to each other, you cannot go from one to the other. You cannot "dig" through the walls of the pit, use "merge into stone", "passwall", or anything like that to get out. Aside from the spell requiring "sufficient space" (10'x10'), casting it "under" a door or wall, would simply have you look up from the bottom and see the area you came from, as it's not a physical pit, but extradimensional. At the end of the spell, you simply end where you started, as if shunted out of a bag of holding.
However, the spell does not say if you need "line of sight" or "line of effect" to where you're casting it. So, can someone cast it from around the corner, through a wall or door, while blind, etc.? E.g. if the bad guy hears the PCs tinkering with the door or clanking up the hall, can he cast Create Pit on the other side of door or down the hall and around the corner? Does the caster simply need to know where the 10'x10' is in his mind to cast the pit or must he have line of sight/effect?

Pathfinder Maps Subscriber
I recently finished 7 goals on my Silver Crusade faction card, but when I went to use the Paragon feature, I was terribly confused. Let me see if I can try to explain. Below is the text from both the year 6 and year 7 faction cards (you'll see why as I explain). (Note that I am using the year 7 version.)
SILVER CRUSADE YEAR 6
SOLDIER OF PEACE (2+ goals): You reduce the penalty on attack rolls to deal nonlethal damage with lethal weapons by 2; if you already suffer no penalty on such an attack, you instead deal 1 additional point of nonlethal damage. Once per adventure before casting a spell, you may choose to replace half the lethal damage dealt with an equal amount of nonlethal damage.
ANOINTED (4+ goals): You gain a +2 sacred bonus on Charisma-based checks made against good creatures and on saving throws against spells and effects with the evil descriptor. Once per adventure as a swift action, you may grant a weapon you wield the benefits of bless weapon for one round.
PARAGON (7+ goals): When you or an ally purchases the spellcasting service raise dead, resurrection, or true resurrection, reduce the Prestige Point cost by 25%. When you cast any of these spells, reduce the material component cost by 25%. When activating either the Soldier of Peace or Anointed boon, you may grant the benefit to one ally you can see instead of receiving it yourself.
SILVER CRUSADE YEAR 7
SOLDIER OF PEACE (2+ goals): You reduce the penalty on attack rolls to deal nonlethal damage with lethal weapons by 2; if you already suffer no penalty on such an attack, you instead deal 1 additional point of nonlethal damage. Once per adventure before casting a spell, you may choose to replace half the lethal damage dealt with an equal amount of nonlethal damage.
MIRACLE WORKER (4+ goals): Once per adventure, you can use the lay on hands class feature as though you were a paladin whose level equals the number of goals you have completed.
PARAGON (7+ goals): When you or an ally purchases the spellcasting service raise dead, resurrection, or true resurrection, reduce the Prestige Point cost by 25%. When you cast any of these spells, reduce the material component cost by 25%. When activating either the Soldier of Peace boon, you may grant the benefit to one ally you can see instead of receiving it yourself.
Notice that the second reward changed from year 6 to year 7. In year 6, it was the "Anointed" boon and you could use your Paragon reward on it. In the year 7 Paragon reward, it says "either the Soldier of Peace boon", but doesn't list the new "Miracle Worker" reward. Either the word "either" needs to be removed or "or Miracle Worker" needs to be added. Which should it be?
The wording of the Soldier of Peace reward to deal non-lethal damage sounds like it's an "always on" kind of thing. This is fine if you're using it yourself, as it only "activates" when you strike for non-lethal damage. How do you use the Paragon reward to activate Soldier of Peace to "grant the benefit (e.g. "reduce the penalty on attack rolls") to one ally"? If you only "activate" it when you use it, how do you grant that benefit to an ally who is attacking on their own initiative and may or may not be attacking for non-lethal?
If you wish to grant them the ability to do non-lethal with a spell, does it take your "once per adventure" ability or is it in addition to that? And, again, how do you both "activate" it (e.g. cast a spell) AND "grant" it? If you begin casting the spell, but grant the non-lethal ability to someone else, what happens to YOUR spell?
What kind of action is it to use one of these rewards (specifically in combat)? Do you have to activate it using a standard action? Move action? Free action? Swift? Immediate?
Finally, how many times can you use that last line of your Paragon reward per adventure or should it be removed entirely?
We talked about this at the table, but no one had any better answers than I did, so I finally just scrapped the idea of using the rewards, at all. After working so hard GMing mods and keeping up with all of the requirements I'd like to be able to actually USE them.
Sign me loyal, but confused!
Marcia

Pathfinder Maps Subscriber
I recently finished 7 goals on my Silver Crusade faction card, but when I went to use the Paragon feature, I was terribly confused. Let me see if I can try to explain. Below is the text from both the year 6 and year 7 faction cards (you'll see why as I explain). (Note that I am using the year 7 version.)
SILVER CRUSADE YEAR 6
SOLDIER OF PEACE (2+ goals): You reduce the penalty on attack rolls to deal nonlethal damage with lethal weapons by 2; if you already suffer no penalty on such an attack, you instead deal 1 additional point of nonlethal damage. Once per adventure before casting a spell, you may choose to replace half the lethal damage dealt with an equal amount of nonlethal damage.
ANOINTED (4+ goals): You gain a +2 sacred bonus on Charisma-based checks made against good creatures and on saving throws against spells and effects with the evil descriptor. Once per adventure as a swift action, you may grant a weapon you wield the benefits of bless weapon for one round.
PARAGON (7+ goals): When you or an ally purchases the spellcasting service raise dead, resurrection, or true resurrection, reduce the Prestige Point cost by 25%. When you cast any of these spells, reduce the material component cost by 25%. When activating either the Soldier of Peace or Anointed boon, you may grant the benefit to one ally you can see instead of receiving it yourself.
SILVER CRUSADE YEAR 7
SOLDIER OF PEACE (2+ goals): You reduce the penalty on attack rolls to deal nonlethal damage with lethal weapons by 2; if you already suffer no penalty on such an attack, you instead deal 1 additional point of nonlethal damage. Once per adventure before casting a spell, you may choose to replace half the lethal damage dealt with an equal amount of nonlethal damage.
MIRACLE WORKER (4+ goals): Once per adventure, you can use the lay on hands class feature as though you were a paladin whose level equals the number of goals you have completed.
PARAGON (7+ goals): When you or an ally purchases the spellcasting service raise dead, resurrection, or true resurrection, reduce the Prestige Point cost by 25%. When you cast any of these spells, reduce the material component cost by 25%. When activating either the Soldier of Peace boon, you may grant the benefit to one ally you can see instead of receiving it yourself.
Notice that the second reward changed from year 6 to year 7. In year 6, it was the "Anointed" boon and you could use your Paragon reward on it. In the year 7 Paragon reward, it says "either the Soldier of Peace boon", but doesn't list the new "Miracle Worker" reward. Either the work "either" needs to be removed or "or Miracle Worker" needs to be added. Which should it be?
The wording of the Soldier of Peace reward to deal non-lethal damage sounds like it's an "always on" kind of thing. This is fine if you're using it yourself, as it only "activates" when you strike for non-lethal damage. How do you use the Paragon reward to activate Soldier of Peace to "grant the benefit (e.g. "reduce the penalty on attack rolls") to one ally"? If you only "activate" it when you use it, how do you grant that benefit to an ally who is attacking on their own initiative and may or may not be attacking for non-lethal?
If you wish to grant them the ability to do non-lethal with a spell, does it take your "once per adventure" ability or is it in addition to that? And, again, how do you both "activate" it (e.g. cast a spell) AND "grant" it? If you begin casting the spell, but grant the non-lethal ability to someone else, what happens to YOUR spell?
What kind of action is it to use one of these rewards (specifically in combat)? Do you have to activate it using a standard action? Move action? Free action? Swift? Immediate?
Finally, how many times can you use that last line of your Paragon reward per adventure or should it be removed entirely?
We talked about this at the table, but no one had any better answers than I did, so I finally just scrapped the idea of using the rewards, at all. It seems kind of pointless to work so hard GMing mods and keeping up with all of the requirements if you can't actually USE them.
Sign me loyal, but confused!
Marcia
Pathfinder Maps Subscriber
There is some disagreement about moving through enemy squares when you can't see the enemy due to your blindness or the enemy's invisibility. If you cannot see the enemy as you go through their square, do you automatically run into them or can they simply move aside and let you pass? I've seen it run both ways and each GM insisted that their's was the only correct way. Since I frequently GM, I want to get it right.
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