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I don't suppose anyone thinks it's likely (or even possible) that Paizo may end up doing a discounted price (if not a free copy) of a second printing of this CRB for those who bought the 2e book right at the start?

I'm honestly just shocked at the massive amount of typos and misstated things across the CRB. That plus some lingering feelings of Bait&Switch(*) regarding the playtest has left with with kind of a bitter taste in my mouth.

*I feel like the Playtest was sold as being a Beta; a mostly finished product that they wanted some input on. In reality, considering the amount of things that were changed, some later some right away, the playtest was much more like an Alpha/Early-Access version.

Where I'm sitting right now is that I dropped the $40 on the playtest in support of 2e, and now have that book which isn't useful in any fashion. I've now dropped another $60 on the 2e CRB which has arrived really as an unfinished product full of mistakes. And I'm gonna have to shell out more for an eventual second printing that just might be the final, finished, proper project.

I really liked 1e, and I'm really quite excited to get into 2e. I expect that it is going to become the new law of the land at my table going forward. I just can't help like feel like I've been burned pretty hard for being an early adopter here, when I really should have just waited.

Anyone else feel similarly? Not really sure what I expect of posting this, maybe just looking for some camaraderie in this.


Apologies if this has already been brought up (then I wouldn't be the only one, yay!) but I just had a formatting suggestion regarding the spell blocks.

They have so far been listed as:
Success
Critical Success
Failure
Critical Failure

And it just gives kind a jarring 2, 1, 3, 4 order to the preferred outcomes (or 3, 4, 2, 1, depending on which end of the spell you're on).

Whole thing reads more smoothly if presented as:
Critical Success
Success
Failure
Critical Failure

Thanks!


Tried looking it up on here, but the abundance of the word "Recharge" was hindering me.

The spell adds one charge per level to a battery. Batteries cost 100 gp. It costs 500 gp in material components to cast the spell.

I guess my question is, why? In what way is this spell useful?


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Sorry, all. I'm getting ready to play my first Magus, and I've been digging through the boards here, but unable to find a good, straight answer.

Chill touch, or any other spell with an ongoing Touch ability.

I cast it, use Spellstrike to deliver the first attack, granted as part of the casting. That's fine.

In the following rounds, when I hit you with my sword, does that also activate Chill Touch?

Can I use Spell Combat to continue to deliver Chill Touches? Not actually casting anything, but taking the -2 penalty, touching you with my off hand, then hitting with the sword?

If I cast another Touch spell, the remaining uses of Chill Touch go away, correct?

Should I just skip Chill Touch because of the funky mechanics involved?


Hey all.

About to play my first magus, just wanted to clarify something.

At 3rd level I'll get my black blade. It is +1.
I can use my Arcane Pool to grant an additional +1, for one minute, as a swift action.
I can use my Blade's Arcane Pool to grant it an additional additional +1, for one minute, as a free action.

So, I can have a +3 sword, for a short amount of time, if I wanted to, yes?


Anyone else bothered by the particular way that an Eidolon advances?

Specifically, since you only gain an evolution point or two each level, you either need to 'bank' them to buy larger powers, or temporarily buy 'fillers' until you later cash-out and buy up the bigger ones.

Anyone find a better way to do this, or good RP reasoning for why your Eidolon can only Climb Walls some of the time?


Hello all. I'm running a LARP event based on Pathfinder, our next event is in about two weeks, and I've been tasked with coming up with a way to make all the NPC goblin rolls a little more fun.
We've decided to try to come up with as many quirks as we can, put them all in a hat, and let people draw them out every time they need to play a disposable goblin monster.

So, give me what you got! Good, bad, silly, fun, powerful, crazy, horribly underpowered, whatever!

Lock-jaw: Gain +4 CMD to retain a grapple
Psychotic: Immune to fear
Crazy-eyes: Gaze attack
Bouncey: Moves spaces equal to damage taken


I have a player in an upcoming game that wants to have her Oracle Curse be that she is Ethereal and unable to touch or be touched by physical objects, eventually culminating in an ability to walk between planes.

Thoughts on how to balance this out? Obviously, straight out Etherealness is out of the question, especially at a lower level.

Thoughts I'd had for benefits:

Mage Armor-like passive AC boost
Physical armor becomes a deflection bonus instead of armor bonus
DR/magic
Ability to use Ethereal Jaunt for a few rounds

Drawback:

Unable to willingly move solid objects
Slow speed (drifting through the Ether)
Subject to extra damage/effect from ethereal creatures/attacks

I don't know. Any thoughts?


Had this discussion with a Math major the other day when playing in someone's world where they didn't like (or use) the "Diagonals are 5 then 10 then 5" rule.

Our World:
π = ~3.14
Game World
π = 4

Why does Pi = 4? Well...

Circumference
c = 2rπ
Area
a = πr(sq) ← Couldn't figure out how to make it 'squared'

So, in our world, a circle with a radius of 5
c = π10
c = 31.4
a = (3.14)5(sq)
a = (3.14)25
a = 78.5

But more importantly, in our world a square 10 on each side is:
c = 40
a = 100

Other world
'Square' 10 on each side
c = 40
a = 100

also
c = 2rπ
c = (10)(4)
c = 40

a = πr(sq)
a = (4)(5)(sq)
a = (4)(25)
a = 100

Just fun alternative reality mind bending. The GM draws out a circular arena and another guy says “What the hell shape is that?” and we get into discussing alternate world physics.

Cause, think of it. In our world, if you start from a point and move 5 feet in any direction, it forms a circle. But in the world of a board game when moving diagonally costs the same amount of movement points as moving in a cardinal direction, moving 5 feet (or 1 square) in any direction ends up forming a square.

Weird, huh?


We have a rather rules strict DM at the moment, and I'm wondering what other people have done to come up with to solves the following dilemma.

When you charge you must move to the nearest square you are able to make an attack from.
Ride-by Attack allows you to continue your movement after your attack, without provoking Attacks of Opportunity from your target, by continuing in a straight line.
This straight line inevitably causes you to collide with your opponent 10 feet later and then stopping.

Even though you don't provoke attacks of opportunity, you cannot move through their space.
Overrun says you can do it as a standard action.
Ride-by attack says you must continue in a straight line.

So, thoughts?


I'm running a game that will be limited to low levels (cap is at 8th) and the question has come up of the viability of the three main fighter styles:

Two-Weapon Fighter
Two Hander
Sword & Board

Now, the Sword & Board generally falls of for sure at higher levels, but how does it compare to the others at the early levels?
We were thinking about making some houserules to make the use of a shield more attractive.

Spend a Swift Action to designate a target and gain an additional +2 AC versus that target.
Granting your shield's bonus to Reflex and Touch AC.
Grant Shield bonus to adjacent ally.

Any thoughts?


I'm about to start a homebrew campaign, but I like to check out modules and adventure paths for premade dungeons and ways to string along the story / fill in the gaps.

Any Adventure Paths / Modules that heavily feature the Fey or significantly take place in the wilderness?


Can someone show me in the PRD a link that might help me out?

Does a Paladin have to drop either his sword or shield in order to use Lay on Hands on himself? I'd understand that this would be required in order to deliver a touch to an ally or enemy, but when used on oneself it becomes a swift action.

I guess, my reasoning is that Lay on Hands became a swift action if used on yourself to allow you to continue to tank, sword and board style. If you must have a free hand to heal yourself, then there is no good reason for a Paladin to use anything but a two-hander, where you can change your grip as a free action as often as you like.

Helps?


Okay, our DM has asked me to find out what we, as a community, feel about a Paladin's Immunities:

Aura of Courage:
Aura of Courage (Su): At 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead.

Exactly what does this immunity function towards? The Aura that gives a bonus to allies is a little better worded; a bonus to fear effects. But the paladin's immunity just says immunity to fear.

Now, one could assume that it means that you are immune to any and all fear effects, meaning anything that attempts to affect you though the use of fear. A dragon's aura, the spells Cause Fear and Fear. Each of these abilities inflict a status upon you that falls under the heading of "Fear".

Fear Status Effect:
Fear
Spells, magic items, and certain monsters can affect characters with fear. In most cases, the character makes a Will saving throw to resist this effect, and a failed roll means that the character is shaken, frightened, or panicked.

Shaken: Characters who are shaken take a –2 penalty on attack rolls, saving throws, skill checks, and ability checks.

Frightened: Characters who are frightened are shaken, and in addition they flee from the source of their fear as quickly as they can. They can choose the paths of their flight. Other than that stipulation, once they are out of sight (or hearing) of the source of their fear, they can act as they want. If the duration of their fear continues, however, characters can be forced to flee if the source of their fear presents itself again. Characters unable to flee can fight (though they are still shaken).

Panicked: Characters who are panicked are shaken, and they run away from the source of their fear as quickly as they can, dropping whatever they are holding. Other than running away from the source, their paths are random. They flee from all other dangers that confront them rather than facing those dangers. Once they are out of sight (or hearing) of any source of danger, they can act as they want. Panicked characters cower if they are prevented from fleeing.

Becoming Even More Fearful: Fear effects are cumulative. A shaken character who is made shaken again becomes frightened, and a shaken character who is made frightened becomes panicked instead. A frightened character who is made shaken or frightened becomes panicked instead.

Those seem to be pretty straight forward. The question comes in, does this also make you immune to spells with the Fear descriptor, like Phantasmal Killer or Weird?

Phantasmal Killer & Weird:
Phantasmal Killer
School illusion (phantasm) [fear, mind-affecting]; Level sorcerer/wizard 4
Casting Time 1 standard action
Components V, S
Range medium (100 ft. + 10 ft./level)
Target one living creature
Duration instantaneous
Saving Throw Will disbelief, then Fortitude partial; see text; Spell Resistance yes
You create a phantasmal image of the most fearsome creature imaginable to the subject simply by forming the fears of the subject's subconscious mind into something that its conscious mind can visualize: this most horrible beast. Only the spell's subject can see the phantasmal killer. You see only a vague shape. The target first gets a Will save to recognize the image as unreal. If that save fails, the phantasm touches the subject, and the subject must succeed on a Fortitude save or die from fear. Even if the Fortitude save is successful, the subject takes 3d6 points of damage.

If the subject of a phantasmal killer attack succeeds in disbelieving and possesses telepathy or is wearing a helm of telepathy, the beast can be turned upon you. You must then disbelieve it or become subject to its deadly fear attack.

Weird
School illusion (phantasm) [fear, mind-affecting]; Level sorcerer/wizard 9
Targets any number of creatures, no two of which can be more than 30 ft. apart
This spell functions like phantasmal killer, except it can affect more than one creature. Only the affected creatures see the phantasmal creatures attacking them, though you see the attackers as shadowy shapes.

If a subject's Fortitude save succeeds, it still takes 3d6 points of damage and is stunned for 1 round. The subject also takes 1d4 points of Strength damage.

The problem with following this train of thought is that then a 3rd level paladin becomes immune to a 9th level spell (well, probably the instant death part of it, anyway).

The later Paladin immunities are worded slightly differently. Immunity to charm grants you immunity to charm spells and spell-like abilities, leaving you open to be tricked by someone who might seduce the character so long as no magic is used.

Thoughts?


This summer, I plan to run a small tournament for the players in our group.
Each player builds a party of three 8th level characters and fights to see who built the best. I'm thinking a double elimination style tournament, so everyone gets to fight at least twice.

Just looking for thoughts/suggestions on what can be done to improve the experience for everyone.
Suggestions for various arena locations/traps.
Houserules to keep things balanced.
Spells/items to disallow ahead of time.


Has anyone had any luck creating a system wherein Summon Monster or Summon Nature's Ally spells become more like in Final Fantasy where you Summon a creature, or a demon, or whatever, it makes a single, fantastic attack, before disappearing again?


Anyone played with the idea of making an eidolon take on a plant shape, similarly to the Undead Appearance evolution?

Thinking about playing a First Worlder (summoner with a nature bent) and thought that having a big, mostly immobile tree as an eidolon could be an interesting choice.


Thinking ahead to the summer, I've been playing over in my head the idea of changing things up for our group just a bit lately. Take one of our normal gaming days and instead, set up a pavilion tent outside, fire up the grill, have some video games and beers and have a tournament day!

The Premise:
For Bragging Rights! (Or maybe some sort of real prize)

Each player constructs a party of five heroes to do battle in a round-robin tournament against everyone else's party until a clear winner is determined. Every party would be constructed under the same rules and wealth level. At the end, there might be some cathartic moment of killing off the best group too.

Any suggestions for construction rules? I'm thinking:

Each character will be somewhere between 8-12 (a good power level where everyone can really shine in their class)
Point buy (though an array might work well to squash ridiculous Min/Maxing, or maybe a set of arrays, one SAD and one MAD)
No crafting, only buying

Trying to decide what the arena should look like. There should be some cover for stealthy types to use, and a roof at some point to keep mages from flying outside bow/visual range. Should every fight be in the same locale, or should the arena change randomly (one fight it's all open, next fight is in a volcano, next is around a large lake)?

Also, again, was thinking that whichever party comes out on top then needs to die spectacularly. So, assuming that the parties were 8th level, is there a good way to let all the other people select any monster they like within a certain CR so that together they'd be just too much for the heroes. A good, but ultimately hopeless fight?

Input? Thanks!


As a thought experiment, I've been thinking about making a summoner who generally does not have the eidolon in play, rather making liberal use of the SM ability. Got to thinking, what kind of eidolon would work well in an "Oh crap!" moment to help the party out?
A grappling eidolon would be a good one that you could keep from having to load too full of magic items that could pop out and control one tricky bad guy, right?

So here's the question:
Show a 20 level build for an eidolon optimized for grappling purposes (maybe swallowing too), making use of as few magic items as possible (assuming that a Strength belt will be required, but justify any others that make use of slots).

Go!


I know this question comes up a bit, but my Search Fu is not up to the task.

I'm thinking about starting to run an E8 campaign, and was looking for suggestions for Adventure Paths that people have used successfully or think would work well.
If they are the sort that could have a decent ending around level 12, or if E8 characters could actually make it through without *significant* editing of the content.

Also, is there a message board or discussion group that I could get in on somewhere where people discuss E8 at length?

Thanks all!


Has anyone seen or heard of plans to release any updated charts for Summon Monster or Summon Natures Ally as Paizo continues to release new monster books? I understand that these are both fairly strong spells already, but adding to the available monsters seems like a reasonable request.

If not, anyone worked out a formula for figuring out what power level would be appropriate for house-ruling added baddies?


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My Search Fu has been defeated and shamed me in front of my friends. We were having a discussion not unlike the Casters vs Fighters of old and I was called upon to back up some of my claims about Barbarians knocking the casters out of the field.

Then, of course, I couldn't find a build to back up my claims. Link or repost, please?


Pros and cons of both?

I feel like SM will give you a greater variety of monsters that can be summoned. Spell-like abilities, DR, breaking through others' DR, etc.

On the other hand, I feel like many of the SNA choices have a higher damage output, and there's some interesting flavor in there too.

Thoughts everyone?


Anyone know of any good Pathfinder Apps for the iPhone?


Help me build a poison based Eidolon!

I'm really just brainstorming here at the moment. I know that its not the highest damage potential, but I really like the idea of an Eidolon that just slips in a delivers a nasty poisonous attack on occasion.

Really want to make one that is tiny, or small anyway and then magic'ed to tiny, so that is can hide on your person and then slip out when you need it's use for poisoning or skill monkeying.

Thoughts?


So, first off, already spoke to DM. House-ruled that I can take both, as the changes to each class are not mutually exclusive (Eidolon will be fey and progress at half speed, master summoner now masterly summon nature instead of monsters).

So, I guess my questions are:

I plan on using my eidolon as a skill monkey, scouting ahead, delivering poison, disabling devices, whatnot. Is there any way to shrink it further to make it Tiny?

What are people's feelings on SNA instead of SM? I feel like some of the animals are much more deadly in combat than their monster counterparts. I suppose they won't generally be bypassing any damage reduction, is there anything else that I'm missing though?

Any other thoughts on the First Worlder archetype?

First Worlder


I hope this is the right area for posting this.

Hello all! I have been turning this over in my head for a while. I'm involved in a LARP event constructed with homebrew rules, which, while decent, could be much better. Those who run the game spend so much time balancing rules and new spells, class abilities, and everything that things just grind to a serious halt. Because they play things so close to the vest, there's no transparency, no way to know what rules everything is based upon. I'm thinking there is a better way.

The Pathfinder system has so much material and so many character possibilities, play tested by so many people and discussed openly here on the forums that I think there is a fine way to adapt it to a Live Action Role Play system.

I would ultimately like to run ideas past all of you, get some feedback and help with converting things and streamlining it for use away from the table, but first, I have one big, important question:

Is this legal under the Open Gaming License?

http://paizo.com/pathfinderRPG/prd/openGameLicense.html

I would like to use material from the OGL and basically house-rule the crap out of it. However, it is an event where the player must pay to register and play. I've read through the OGL a bit, and I think it should be okay. Anyone have any experience with this, or with these sort of legal issues in general?


Need to whip up an NPC bad guy quick. Looking at doing a level 20 Sorc/Barbarian/Dragon Disciple to be a massive, muscle-bound, idiot recurring villain. What kind of build would you all suggest? I've seen some talk about cross-blooding to boost STR or CON. What feats/rage powers/class levels would work best for all this?
I want to have the kind of guy who, at some point, will go through a multiple stage boss fight like an old school Nintendo game (fight with equipment, turn into dragon, turn into hybrid (claw/claw/bite humanoid)). I know some GM ruling will go into the transformations (healing fully in between), but I'd like it to function within the rules as much as possible.


Anyone have any solid opinions, one way or the other, about the Musket Master archetype for the Gunslinger?

Thinking about playing one in an upcoming game, though it'll certainly start off as a sort of survival style game, so I may not have the luxury of being choosey about the firearm that I get to use. After a bit though, it should be fine.

Any songs of praise for a good decision?
Naysayers?
Fans of the Pistolero wish to weigh in?
Vanilla Gunslingers represent?


So, Goblins of Golarion came out recently and our DM made the mistake of tossing his copy onto our gaming table just for fun. We snatched it up, loved it, and suddenly we were all talking about playing Goblins in our next campaign. Well, the time has come, and before long now, the Gob Knoblers shall ride!

My reason for posting here is simple. I have a few concepts that I would love to play, mostly based on flavor, and would like some help deciding. I think the final decision will be based on fun factor/style just as much as mechanical merit. Let me know if you've played similar characters (goblin or not) or have an interesting build to suggest/tip to point out. We're doing a 15 point buy system for stats.

The concepts so far:

Fighter (Dragoon): UC archetype, mounted with a focus on spears. I mean, when will be the next time I'll likely feel good about playing a mounted fighter? Problem is the low strength.
(Str-Cha: 14, 14, 14, 12, 8, 8 works though)

Gunslinger: I love the idea of a goblin, in a brown leather duster and a cowboy hat, spinning a pair of revolvers or leaning against a rifle that's bigger than he is.
(Str-Cha: 8, 20, 10, 10, 14, 8)

Bard (Dervish Dancer): UC archetype. A natural choice, considering the ridiculously high Dex.

Monk: Imagine a goblin attempting to jump around like Yoda. I see making use of the Panther Style feats, zooming around combat constantly, and attacking mostly with shuriken.

This will likely end up being a fairly low-levelled game. Let me know what you come up with! Thanks!


So, this issue came up in our game recently, and rather than lose serious gaming time arguing the issue, we glossed over it for the time being and sought to see what the community thought later on. Well, now it's later on, so...

Surprise:
The Surprise Round: If some but not all of the combatants are aware of their opponents, a surprise round happens before regular rounds begin. In initiative order (highest to lowest), combatants who started the battle aware of their opponents each take a standard or move action during the surprise round. You can also take free actions during the surprise round. If no one or everyone is surprised, no surprise round occurs.

Charging:
If you are able to take only a standard action on your turn, you can still charge, but you are only allowed to move up to your speed (instead of up to double your speed) and you cannot draw a weapon unless you possess the Quick Draw feat. You can't use this option unless you are restricted to taking only a standard action on your turn.

Pounce:
Pounce (Ex) When a creature with this special attack makes a charge, it can make a full attack (including rake attacks if the creature also has the rake ability).

Alrighty. So the situation is thus:
PCs enter a room wherein hide a pair of goblins riding lizards, hiding in the corners. The first few PCs in the room fail to notice them, combat begins with Monsters having surprise.
During the Surprise round the goblins only get a single action, which they use to charge as per the charge rules stating that you can perform a charge action if you are limited to only a single standard action, however you only go your normal speed (rather than twice normal) and then deliver a single attack.
Our issue was then the lizards wanted to use Pounce to make their full attack. Normally, outside of a surprise round, there's no problem, that's what Pounce does. However, some of us felt that it was inappropriate. In a situation where you can get only a single action, a fighter with multiple attacks cannot take them if he starts a surprise round immediately adjacent to his opponent.
I guess there are some arguments either way. I can see how, RAW, this makes sense. Maybe we're misreading the Charge rules by allowing a charge during a surprise round.

What do you all think?


All this talk about Defending weapons has prompted me to ask the following:

Any issue with crafting a +5 Hvy Shield (also enchanted as a +5 Defending weapon) for a net bonus of +12 shield bonus to one's AC?


What is the purpose of this arcana?
Turning rays into melee touch attacks benefits a STR based Magus.
Allowing rays to be channeled through Spellstrike, I suppose (and if that's the case, what happens to your extra Scorching Rays?)

You're already making a concentration check to cast defensively, does shooting a ray also provoke an AoO? Does shooting a ray at the guy standing next to you count as firing into a melee?


I'm planning ahead for building a new character for an upcoming game of Kingmaker, and I'm having a difficult time deciding between trying out the Magus or the Witch.

There is the Hexcrafter, that allows the Magus to borrow some of the Witch's Hexes, which is cool. I guess, I'm looking for some way to play both classes effectively and in a fun way.

Anyone looked at the rules for having a Multi-class Black Blade Magus who then starts levelling as a Witch? Could the Witch's familiar be the Black Blade? Am I grasping at straws here?

Hexcrafter is a Magus who delves into the Witch's abilities. Anyone have thoughts or home brews that suit a Witch who wants to delve into the Magus' abilities?

Anyone played both classes and like to weigh in on how much fun they had with either class, on and off the battlefield?


What does everyone think about allowing a witch with the Prehensile Hair Hex to use her hair to deliver touch attack spells?
Also, can the hair use weapon finesse?


Just a quick question to throw out here. I've been playing a wizard for the first time, now, and thing are starting to get interesting. We just hit 9th level and I'm finding some of the wall spells have some interesting battlefield control options.

So, wall spells. Do they all need to be formed in a straight line? Certain walls allow for circles or hemispheres instead of lines, but none of them really say that the line has to be straight. Some mention anchor points and such, but I want to know if I can create a wall with a right angle or similar turns in it.

Also, we use a battle grid to play (which, I imagine, you really need anymore). When you summon a wall, does it appear on the lines or on the spaces that people take up? Again, some walls mention people occupying the same space, implying that they take up a square. Others, being only inches thick (or less, like Wall of Force) feel more like they should be on the lines between spaces.

So, thought on walls... go.