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I couldn't find the answer anywhere so I'm going to ask it, I remember seeing that you couldn't mix role cards with characters that appeared in the core sets with the same characters in the class decks... and thus I wonder about cohorts, specifically Adowyn and Leryn, could a player use the class deck character Adowyn and the WOTR Leryn, and vice versa?


I know I likely could have found all this out my own, but I just figured I'd post about it so I wouldn't miss anything... Basically the question is what is the current timeline for more PACG to release? I know I read that it could be another year or so for another adventure path and core set, but if I am correct class decks are set to begin releasing again monthly starting next month? Are there any other products like the iconic miniatures or any errata packs like for ROTR that is not currently on my radar?


cartmanbeck wrote:
He does not exist in the Pathfinder Adventure Card Game... Yet.

well that's kind of lame, I mean I guess its cool for them to plan ahead and such, but I want to say its been about a year since the last iconic miniature set came out, how far ahead do they really have to plan...>.> I was excited cause investigators are my favorite to play in the RPG and I just now finally got around to advancing for S&S to WOTR, I was hoping he was in here... then when he wasn't I checked Mummy's mask, and wasn't there either so I was like.... WUT >.>


I may be blind here, sorry if I am, but I just realized that while there is an iconic figure and PACG card for Quinn, I am unable to find a character card for him in any of the class decks and the 4 adventure paths that currently exist... is this true or am I missing him somewhere?


Jeraa wrote:

The word "and" and a comma mean the same thing - you get all those attack as a full attack. If it says "or", you have to choose which of the attacks you are going to use.

Quote:

Ant, Giant

Melee bite +3 (1d6+2 plus grab), sting +3 (1d4+2 plus poison)

Ghoul
Melee bite +3 (1d6+1 plus disease and paralysis) and 2 claws +3 (1d6+1 plus paralysis)

Giant, Cloud
Melee Morningstar +22/+17/+12 (4d6+18) or 2 slams +22 (2d6+12)

The giant ant, when making a full attack, gets both a bite attack and a sting attack. The ghoul gets its bite attack and 2 claw attacks, also as a full attack.

The cloud giant, however, must choose. It either gets 3 attacks with its morningstar, or gets to attack with 2 slams. It has to choose.

so there was no real need to have a comma or an and, they just decided to have some be different it appears, I think I understand it all now


Sennje wrote:
alkatrazshock wrote:
Sennje wrote:
You get all three attacks, but the claw attacks are secondary and gets a penalty of -5 (or -2 with the multiattack feat).
I get that, that much is clear, I just want to know what the difference between the 3 attack examples, what does the comma, or, and the and change? or does it not change anything and they just decided to be weird and write attacks different for no reason?
Can you give an example, I took a quick look in the bestiary and didn't find any "and", and I only saw "or" in creatures with a different attacks occupying the same limbs.

Ant, Giant

Melee bite +3 (1d6+2 plus grab), sting +3 (1d4+2 plus poison)

Ghoul
Melee bite +3 (1d6+1 plus disease and paralysis) and 2 claws +3 (1d6+1 plus paralysis)

Giant, Cloud
Melee Morningstar +22/+17/+12 (4d6+18) or 2 slams +22 (2d6+12)


Sennje wrote:
You get all three attacks, but the claw attacks are secondary and gets a penalty of -5 (or -2 with the multiattack feat).

I get that, that much is clear, I just want to know what the difference between the 3 attack examples, what does the comma, or, and the and change? or does it not change anything and they just decided to be weird and write attacks different for no reason?


I know there are several threads on the topic, I researched it I assure you, but 1 thing still didn't get clarified to me...

so when looking at monsters and their attacks, there seems to be 3 different ways they are listed, and I saw no threads that clarified why they are written different, example is

bite , 2 claws
bite or 2 claws
bite and 2 claws

from what I read, it doesn't seem to matter how it's written, supposedly a creature can take a full round action and do all of it's natural attacks, so I am left confused as to what the importance is on it either having a comma, or, or and between the attacks, can someone clarify that?


hello, I'm starting up a self made campaign, definitely in it's early planning stages, and id like to know if there are any good GENERIC-LIKE maps of cities, like the map of sandpoint that can be found a lot like in the back of the ROTRL AP book where it has the buildings marked with numbers... I'm making my own small town sized place, and id like something to use like that sandpoint map, but I don't wanna just paste it on an actual pathfinder town map like sandpoint, id also prefer it have the numbers already on it but I suppose I could add them if needed, I just suck at mapping out stuff like regions and cities so would help me tremendously and visually for the players if I had some form of map like that for the town, thanks


Katina Davis wrote:

Hello alkatrazshock,

Thank you for letting us know about this! We have not yet received your return, which is why we had not contacted you about it yet. We typically email as soon as we process a return shipment, but they can occasionally pile up.

I will go ahead and set up a replacement in your sidecart to be sent out with your next subscription shipment, at no additional charge. Since we have the address on file as you entered it and the USPS declared it to be insufficient, you may want to check with them to see why the shipment was marked as undeliverable. If you need to make any changes to your address, you should be able to do that in your Account Settings, but I'd be glad to help if it's being stubborn.

Otherwise, you should be all set! Please don't hesitate to ask if there are any further questions or concerns that you may have in the meantime, and I will be glad to help out.

Thanks!
Katina

Sounds good, now the replacement in the sidecart you mentioned, it will still have the promo included right? cause for me that is sorta the selling point for my subscription, and I'm actually still in skulls in shackles, so there is no real rush for me to get the deck asap, I'm more concerned with making sure that everything that should be there, is there


I'm sorry it took awhile, but I just noticed that this for some reason never made it to me, I did just move to a new house, but all my other mail from everywhere else has found its way here no problem, so address definitely shouldn't be the problem... The tracking says that it was returned to you due to bad address... basically, I'd clearly like my item, after all I wasn't even refunded when it was sent back to you, so i'm kind of surprised that I haven't heard from you all before having to realize this on my own... Anyways, simple solution, ship it back to me, the address is correct as far as I can see after checking it multiple times, [ADDRESS REDACTED] .... I don't think I should be charged any additional shipping or fees due to the problem not being on my end, I did everything I was supposed to do, which was set the new address, which I did, and it was the address in the shipping notice email, and ive never had to sign for anything, so me not being home shouldn't have been an issue either...


I posted a question awhile back on how stat stones worked, thus found out that, they just replace the die, not the skill, so a fortitude check would still use the fortitude bonus, even if I changed the die, and this was proven to me by the fact I was told it would say skill, instead of die, so when I read potion of focus, I am confused on if it saying banish to add intelligence or craft skill... if it means just the plus bonus, like for damiel it would be a craft +3 , or if it means I would add the d10 for my intelligence, plus my craft +3, basically is this an amazing stat stone for damiel, or is it just for a tiny bonus?


elcoderdude wrote:

When you use Ezren's Arcane Robes, the check definitely becomes an Arcane check. This is entirely different from a stat stone, which just replaces a die.

Because the robes let you use your Arcane skill (not die), you get your Arcane bonus as well as any skill bonuses you have for the skill your Arcane skill is based on (assuming you have that skill).

I think the debate is still open as to whether the check remains the same kind of check as it was initially, in addition to being Arcane. Say you used the robes on a Dexterity check. Does it become a Dexterity Arcane check? Or just an Arcane check? People don't agree.

alright, I could see it still being a dexterity, as the robes would just be saying, hey, use this instead of your dexterity, I'm surprised we haven't got an official word from vic or someone on the matter yet though


skizzerz wrote:

1. You are only replacing the die, not the skill. If it was an Intelligence check before, it is still an Intelligence check. As you're only replacing the die, you still use whatever skill feats you have for Intelligence as well, you do not get your Dexterity skill feats. When using a blessing, it would add additional Dexterity dice, as that is the die type you are using.

2. No, Gozreh only applies to checks the location itself has you do when closing, it does not work on checks by cards it summons. Similarly, ships are not villains or henchmen so Achaekek doesn't work against them for 2 dice.

3. The potion is recharged first, and then the cards it heals are shuffled in. This has the net effect of the potion being shuffled in as well.

alright, thanks, that cleared it up pretty much except I do have a follow up question, to question number 1, is this the exact same way for the promo owned card, arcane robes, for ezren? its just like a stat stone except it reads use your arcane skill instead of the listed skill, so in that case does the check actually change to arcane? I clearly assume you get your arcane bonus, but would you get the other skill feat bonuses from what arcane was on?


I'm sure the answers might be separate elsewhere, but these are rules questions that ive guessed at for awhile now, so figured id go ahead and find them all out for sure now and it would be easiest for me if they were grouped here together, so....

1. When using the gem cards, like emerald of dexterity, what would the skill be as far as blessings are concerned? like say the original check is a intelligence 8 , but then you use the emerald and have a blessing that would grant 2 dice on a dexterity check, would that now grant you 2 dice? I would assume it doesn't, because the check is still intelligence and you are just rolling dexterity die instead of intelligence, which brings up the next question, if that is the case, then would that mean, in this same situation, that a if I had a blessing that gave 2 dice to an intelligence check, that i could use it for 2 dice still? and if so, which dice would they be, my character's actual intelligence die, or would it be 2 more dexterity?

2. Lets say i have a blessing of gozreh, 2 dice for closing a location check, and the closing location check was to summon a barrier and beat it, would i be able to use the blessing to get 2 dice against the barrier? Also another example, what if i had a blessing that gave 2 dice to defeat henchman or villain, and i encountered an enemy ship, which summons a ship, would that blessing be able to give me 2 dice against the summoned ship card?

3. When playing as the skulls and shackles Damiel, how would using a potion of healing work, basically in reference to the fact that instead of banishing, i recharge, since it has the alchemical trait, the core thing I'm wondering is if the potion recharges first and therefore gets shuffled with the rest of the healed cards, or if it goes on the bottom, after i shuffle in the healed cards?

thanks


posting this here due to it not quite being a rule question exactly, my situation is when reading the insert card in the class decks, it advertises that they can either be used for the organized play, or you can shuffle them into your cards for going through the story, it advertises you shuffle them ALL in, that match the adventure deck number and such as you go...

and thus where my situation begins, we actually died and failed a scenario in adventure 6 for skulls and shackles, considering we would remotely be starting over in terms of skill and power feats, we just chose to start from scratch, and at the time of being in adventure deck 6 using 2 characters and 3 class decks, we still had a lot of basic stuff throughout what we could find in locations, now that we are starting a new run through, we are looking at including cards from as many as 7-8 class decks, me and my wife will be using 2 characters each this time, which is what has increased our like of cards in a lot more class decks....

so the question is, if with 2 characters using 3 class decks still left us seeing lots of basic in adventure 6, then surely it will be worse with 7 or more decks shuffled into the inventory, even with 4 characters, so what are opinions on this? should I hardcore stick to what the insert cards say, and if I choose to include cards from a class deck, include them ALL? or does anyone think its reasonable to include only the ones in the decks you wish to acquire, or maybe like for every boon put in by choice, we put in a boon of the same type we wouldn't want? Basically I want lots of card options in my inventory, looking to include lots of the decks to find high end rapiers, and augury and scrying, etc. , but I don't want the inventory so muddled up that we have no hopes of finding stuff without lots of banishing for good, which wont happen until adventure 3 or higher....but I also don't want to make the inventory so un-muddled, that we can find everything we want with ease, and thus be mildly over powered...so what are opinions on this? what do people think we should do in this situation or what would you do or what have you done in this instance?


my order was supposed to use my store credit entirely, but some portion of the order's total seems to have not used store credit, so would like the money taken from my card refunded, and then that amount taken from my store credit as it should have been, and would hope this resolves with it not repeating in the future, cause I'm fairly positive I have all my subscriptions set to take store credit, and that I had enough store credit


I have not been able to follow pathfinder updates much and completely missed mummy's mask as an audio pathfinder product even though I purchased all of the rise of the runelords audio, so now that I'm seeing the mummy's mask audios, I'm trying to figure out how to buy them, each of them advertise a CD/download bundle at 19 dollars, so I'm wondering if this means I pay a 1 time payment of 19 and get all 6 different audios, or if it is 19 per audio part, so id have to pay the 19 , 6 different times, so basically to simplify, what is the cheapest way that I, a non subscriber of the pathfinder legends, could obtain all 6 audio parts for mummy's mask?


my order is supposed to use store credit, which I definitely have enough to cover the price, however the order is saying something about the payment being declined and stuff, so pretty lost as to what is going on, I just want the money for this order to come from only the store credit, and if any came from anywhere else, I would like it returned


ive been pretty busy, so I don't get to keep up with stuff too much, just try to stay ahead money wise when it comes to the subscription to the game and class decks, and also have been getting the miniature sets, my question is basically what else is coming out for the game as of right now, I know there is a 6th miniature set, but that's it, I was curious if there is another class deck scheduled right now, and when the new full base set would come out, I recall a post that said theyd be taking a bigger break between the end of wrath and then the next set, but id like a timeline on all the products for this as of now in the future so I can plan my money around it, thanks

also I'm curious as if there has been any update on other products like the ROTR eratta packs from drive thru cards?


Kahel Stormbender wrote:
Improved natural Attack will raise the damage of your bite or claw attacks.

but what does that have to do with shocking grasp and specialized spell?


Chess Pwn wrote:

Intensifies spell increases the level cap that a spell has. Shocking grasp say 1d6 per CL max 5d6, well this increases the cap to 10d6. This doesn't change your CL at all, so if you're only CL4 you do 4d6, if you intensify you still do 4d6. If you're at CL 6 normally you do 5d6, intensified you'd do 6d6.

Spell Specialization increases your Caster level of the spell by 2, and every so often you can change which spell is your specialized spell.
So whatever increasing your caster level by 2 does is what it does for the spell.
So shocking grasp that does 1d6 per CL would count as a CL 2 higher than your normal so yes you'd do 5d6 if you had CL 3.

I'm not sure what you mean by "claw strike"

I assumed he meant the claw strike I get with having draconic bloodline, but I don't think it says anywhere about being able to pump it, so his comment about using shocking grasp after its been specialized to power my claw strike, confused me


anyone can answer the new questions, not just the previous guy >.>


Drahliana Moonrunner wrote:

One of your free spells is going to be mage armor, so I wouldn't bother spending anything there for a long while. and you'll get natural armor bumps as you level.

Intensified spell is something you pick up to extend the level caps of spells like shocking grasp and lightning bolt past 5 and 10 respectively, specialised spell ups the damage of the specific spell you get it for. So you can use it on shocking grasp and use that to pump up the damage on a claw strike.

Your main defensive spells to pick from should consider shield, mirror image, displacement. Since you're a sorcerer, you should be able to cast most of your spells from dragon form once you get that. If you want to mix it up in melee, consider the Dragon Disciple PrC, if you want to mainly be a ranged caster, stay straight sorcerer.

so intensified spell is increasing the number of dice you use, and only if you are already maxed out, meaning shocking grasp goes from 5d6 to 10d6, but only once 5th level or higher?

and sadly I need more explanation on what you mean on specialized spell, like if I took it in magic missle at level 3, does that mean the only change is 3 missles instead of 2? and thus shocking grasp would be 5d6 at level 3 if I took it in that, and how would that up my damage on claw strike?


this is technically a mix of advice and rules, but I feel like it isn't out of place here, basically I'm building a sorcerer, and my character using and creation knowledge is limited, ive been a GM much more than a PC and haven't ever had to GM for a sorcerer or really any spellcasters, therefore magic stuff can go over my head sometimes, such as what ive run into now, I'm building a human sorcerer, going instantly into level 3, and I'm kinda looking to build the blasting kind of sorcerer, and from what ive seen online, popular feats for this are spell focus into spell specialization, and eventually intensified spell, but upon reading both spell specialization and intensified spell, I get kinda confused on exactly what they modify, so as for the rules part, in regards to these, what gets buffed, what doesn't?

Then for advice, is there any feats beyond these you all recommend? looking for anything to help my character stay alive and be good in combat, not looking for a tricky sorcerer

also id like to know items I should be going after, cause originally I was thinking magic based armor items, but these seem to become almost useless if you use a spell that has a greater bonus, so is there any recommended items that I should be going after that spells definitely cant be better at accomplishing their bonuses?

also take note I'm not using an archtype and my bloodline is draconic electricity


alkatrazshock wrote:
I recall a thread I posted awhile back, in reference to generating armors, in which someone expressed that if you rolled a specific armor after rolling that it would be magic and have a special ability, that that was impossible, that specific armors were specific and couldn't be modified and such, however looking more so now, this seems inaccurate, cause specific armors just appear to be not normal armors, armors that were crafted in some different way, mithral shirt for example, is just a chain shirt made from mithral, so where would the impossibility be that a chain shirt of mithral couldn't be a mithral shirt +1 or higher?

also note that this isn't a question on if it could be generated randomly this way, more of a question as if its possible to exist at all, and therefore be bought or created personally, not generated technically


I recall a thread I posted awhile back, in reference to generating armors, in which someone expressed that if you rolled a specific armor after rolling that it would be magic and have a special ability, that that was impossible, that specific armors were specific and couldn't be modified and such, however looking more so now, this seems inaccurate, cause specific armors just appear to be not normal armors, armors that were crafted in some different way, mithral shirt for example, is just a chain shirt made from mithral, so where would the impossibility be that a chain shirt of mithral couldn't be a mithral shirt +1 or higher?


alright, been going in circles in the core rulebook to try and figure this out, I myself, or with other people, have never been in a campaign that really made it far enough to start utilizing wands, this is now changing, with me as GM, and I'm pretty baffled by use magic device and such, reading all I can for both wands and use magic device, I cant tell which is true, either that use magic device is used by everyone, no matter who is trying to use the wand, or if use magic device is only used for people who don't have the spell on their list and matching class for the wand's spell, both sound true and such while reading, so basically the situation is, if a level 3 warpriest was to get a wand of cure light wounds, would they be able to use it just as using a cure light wounds spell, or would they need to make the DC 20 use magic device check? if that is the case, does these mean wands are pretty much only a sorcerer thing since its charisma based?


this is about the only place I know to post this, though it might not be the location, but id like a quick answer on how to use the paizo holiday promo code, I wanna use it before January 31st on an order of the flip mat classics, but I see no option for it anywhere, so help?


it seems my order didn't spawn due to the barbarian class deck being moved to febuary, which is ok, but part of my order was supposed to contain iconic miniatures #4 and I guess #5 was also moved to febuary, so my question here is does that mean next month my order will include iconic miniatures #4 #5 and #6 as well as the barbarian class deck? or will #6 be moved as well?


Dave Justus wrote:
alkatrazshock wrote:
1. can they buy armor for their familiar? and 2. I see if I'm reading the cat's attack correctly, its damage is 1d2-4 , which would mean it would never deal damage pretty much? what is that about?

There is armor available for familiars. The familiar handbook has some specifics. Since most familiars are tiny or smaller, armor has reduced effectiveness.

CRB wrote:


Minimum Damage

If penalties reduce the damage result to less than 1, a hit still deals 1 point of nonlethal damage.

So they can still have an effect. However, unless they are built for it (usually a mauler archetype) familiars unlike animal companions, are not really designed to be in the thick of combat. A more typical use for the familiar (aside from things like being a spell book and flavor) is as a spy or a scout. A cat might be able to overhear the bad guys plotting without attracting attention for example.

alright, also just got my mind blown by the skills section, I see nothing about a familiar getting any amount of skill ranks, but then the paragraph talks as though they do get skill ranks because it says in each skill that the familiar or master has ranks in, you use the higher one for the familiar, so what am I missing to understand this? the way I see it being done is basically just copying over the master's ranks to the familiar, but id like to understand what they mean when they say "normal skill ranks for an animal of that type" ...


UnArcaneElection wrote:
alkatrazshock wrote:
A PC of mine has made a witch, and to confidently help out, I kind of have to know stuff about the itch,

I have found that capsaicin cream works surprisingly well for this, better than any of the steroid-based creams.

alkatrazshock wrote:

{. . .}

1. I noticed that it acted like the witch's familiar is different from a wizard's, but the only difference I really spotted was that the familiar kinda acts like the spellbook for a witch, I don't remember anything right off that was very game changing other than that, did I miss something?

This is most of the difference, although it's a pretty big difference, since if you make full use of a Familiar, it is much more in harm's way than a Wizard's spellbook -- this is to some extent true even when it is sitting on your shoulder acting as a UMD Monkey. Note that Familiar archetypes are available to a Witch's Familiar as well as for a Wizard's Familiar, but certain ones such as the Mauler, although technically legal, are much less recommended for the same reason. Also note that some Witch archetypes replace the Familiar with some type of Bonded Object that usually DOESN'T follow the same rules as a Wizard's Bonded Object(*), and the Ley Line Guardian archetype of Witch is a spontaneous caster (unfortunately still Intelligence-based, if you were thinking of using a race that has an Intelligence penalty), and thus has neither a Familiar nor a Bonded Object.

(*)In most cases doesn't have the pseudo-Spell Recall ability that a Wizard's Bonded Object has, but in most cases gives you some alternative way of delivering touch spells, that usually doesn't involve putting your Bonded Object at particular risk, although watch out for severe danger of user error with the Spell Deck of a Cartomancer Witch that is exactly 2nd level (at 1st level you don't have the Deadly Dealer ability that would tempt you into this error, and at 3rd level your Spell Deck becomes immune).

alkatrazshock wrote:
2. I assume with
...

alright, that clears that up, I forgot 2 questions though, 1. can they buy armor for their familiar? and 2. I see if I'm reading the cat's attack correctly, its damage is 1d2-4 , which would mean it would never deal damage pretty much? what is that about?


A PC of mine has made a witch, and to confidently help out, I kind of have to know stuff about the itch, I read through the advanced player's guide part on the witch, but I kinda ended up confused some from where I have little to no experience with familiars, technically my only experience with familiars would be 2 previous PCs being druid, and of course it seems animal companions definitely aren't familiars, but they are the closest thing I worked with, and I didn't fully understand it all back then either, so I shall ask questions that came up while reading through stuff

1. I noticed that it acted like the witch's familiar is different from a wizard's, but the only difference I really spotted was that the familiar kinda acts like the spellbook for a witch, I don't remember anything right off that was very game changing other than that, did I miss something?

2. I assume with the detail in a familiar, one would want to make a character sheet for the familiar?

3. extended from the character sheet part, I didn't notice anything really about levels for a familiar, like I see the chart that shows the abilities they gain, and there is the part about their HP being the witch's HP halved, but I see nothing about them ever getting stronger so to speak, no ability score increases or feats, so did I miss something or do they basically only get abilities added and HP boosted as you level?

4. Noticed a feat for familiars called improved familiars, but then upon looking into that, I failed to notice any bonuses that those familiar's provided, like the +3 on stealth that the cat gives, I saw no bonuses like that provided from things like the psudodragon (likely spelled wrong) and such, so something I missed there? if not, then is the only point to the feat, to get a different familiar for flavor or are they definitely stronger so to speak?

I suppose that is basically all my questions unless anyone wants to point out things that also get overlooked that I may not have even realized I overlooked


Chemlak wrote:

Let me see if I can work through a couple of examples, to show you:

Medium armour is the item I'm randomly generating.

I roll 72, which is special ability and roll again.
I then roll 84, special ability and roll again.
Next roll is 43, which is +3 armour.

So, I have +3 armour (oh, let's make it leather), and I now have two rolls on the medium armour special abilities table, which are 14, and 21. I now have +3 shadow, improved slick leather armour.

Next time round I roll 96, special ability and roll again.
62, specific shield.
I now roll for the specific shield and get 6, which leaves me with my final item: a non-magical darkwood buckler, because specific items override whatever else I rolled.

so you could roll special ability like 10 times and then end up rolling specific weapon or armor or whatever for the item, and the other 10 rolls essentially don't matter?


Chemlak wrote:

Well, the big problem with what you did is that specific weapons/armour/shields simply don't get special abilities except those inherent to the item. They're complete items in themselves.

You were pretty close on the armour, but should have ended up with +1 [something] of energy resistance, because the dragonhide plate shouldn't have been rolled. For the weapon, it would have been something completely different (a +X shocking burst weapon, where X never came out of your rolls, though it might have actually been the luck blade with one wish, tricky to tell from your description).

well the luck blade is a specific weapon, so if it has the same error as the armor, which as you described, meaning the specific weapons should never be rolled unless by themselves, then shocking burst shouldn't have been added to it, and thus also wondering what it meant with me specifically rolling in the last roll a specific weapon


Chemlak wrote:

Hmm...

Looks like there may be a superscript problem in the CRB for armour. I'd recommend using the Ultimate Equipment tables, anyway.

The basic way I do it under the CRB is roll and just keep track of the number of special abilities. If I roll specific armour or shield, I discard all other rolls and just roll for the specific one. If not, I keep rolling until I get the base item (+X armour or +X shield), and then actually roll up the specials.

Similar thing with weapons: just keep track of the number of times you roll for specials (unless you get a specific, at which point just roll for that), and only roll for the specials once the base item is determined.

Unfortunately, as I mention above, the armour/shield superscripts clearly indicate that if you get a special ability, you should roll for specific armour/shield, which I believe is wrong.

so other than the seeming error on their part, I did everything correct? and where do I find the ultimate equipment tables?


I'm back with a likely easy question, but it goes over my head, I believe ive asked this before a long time ago, but I guess the answers didn't stick with me, the questions involve random magic item generation, pretty much just with armors and weapons

the easiest way I know to ask this, is I guess to give the description of what I did, and for me to be told if that was done correctly or not, and if not, what I should be doing instead

so when generating my random armor or shield, I rolled the special ability and roll again part, which from what I could tell, had me roll for a specific armor or shield, seeming that I get to choose, so I chose armor and rolled dragonhide plate, so then I returned to roll and rolled special ability again, so I went and rolled this time on the special ability table and got energy resistance, then when I rolled again, I got the +1 armor/shield , so the way I did that, was wrote it up as a dragonhide plate of energy resistance +1 with the price of 22,300 GP , 1000 for the +1 , 3,300 for the dragonhide plate, and 18,000 for the energy resistance, was this done and priced correctly?

This one is the main one that had me confused, I was rolling for my weapon, I rolled the special ability roll again thing, so what I saw seemed that I needed to roll for a specific weapon first, so then I rolled a luck blade with 0 wishes, I then rolled the special ability and rolled shocking burst, then I rolled and got specific weapon, the only part I saw pertaining to this was something about if I rolled something, I used the better one, so I chose to roll on the specific weapon table, which then came up as a luck blade with 1 wish, so I essentially replaced it, I then wrote it up as a shocking burst luck blade with 1 wish, priced at 70,360, 62,360 for the luck blade with 1 wish, and 8,000 for the shocking burst being a +2 bonus on the price chart


CampinCarl9127 wrote:
Yes, it is four squares in total. Pathfinder will make engineers cry sometimes with how they explain dimensions.

pathfinder is awesome, but agreed on the fact that navigating and understanding these books at times is awful, like I feel normally its perfectly explained, except for the fact there would be something else mentioned earlier only in one sentence, that if you didn't memorize it fully, then you fail to understand lots of other things, like how the only thing that really makes mention of adding the CON modifier with hit dice when you level and stuff, is only in that constitution section at the beginning, when a reminder in the leveling up section, wouldn't have killed anyone, also why I bring any questions I have to here, I'm sure I could figure it out, if I fumbled the book for an hour or more, but id rather just get an instant understandable answer, perhaps that's lazy though >.>


CampinCarl9127 wrote:

1) A creature who is a normal race and has class levels has a CR equal to their level -1.

Two 3rd level NPCs are each at CR 2 individually, so their total CR would be 4.

A level 7 NPC is at 6 CR.

So you're going to snowball around a 7-8 CR or so, depending on their exact classes and tactics and if they mesh well together.

Table for CR Equivalencies

The more people you use and the farther they are apart in CR the less accurate the table becomes.

2) This spiked pit trap?

  • Have them make a perception check to notice it. We will assume they all fail their checks.
  • The trap is triggered. Determine who is in the range of the trap (10 by 10 area). Let's assume that the rogue and the fighter were both walking side-by-side so they were both caught by the trap.
  • Have the fighter and rogue roll reflex saves. If a success if rolled, they dodge out of the way and take no damage and do not fall. Let's assume they both fail their reflex saves.
  • You roll 1d4 to determine how many spikes attack each target. Let's say you roll a 1 for the rogue and a 3 for the fighter.
  • Each spike attacks the player's AC (probably flat footed) at their +10 bonus. For each attack that hits (remember one is attacking the rogue and three are attacking the fighter), the victim takes 1d4+2 damage.
  • Each character that falls also takes 1d6 falling damage.

I hope this helps. Any questions?

yeah that mostly clears it up, for whatever reason the fact that you were essentially rolling the d4 to see how many attacks were made was what went over my head, reading this though, a new question has arose, 10 by 10 area, was that a miswording or is it legit 10 by 10, cause how I read it, I assumed it was 2 5 foot squares beside eachother, but hen I hear 10 by 10, it makes me think its 4 squares in total, in a square of 4 5 foot squares, which I could just be analyzing that completely wrong, just wanted to clarify what the actual area of effect was


for the most part, I'm pretty ok in both areas, but I ran into 2 things that confuse me at this time....

1. when it comes to determining the CR how would I do that with 3 NPCs , 2 3rd level and 1 7th level, it is possible those levels will change, so id like the exact method known to find that out, its easy with the bestiary due to the xp values being shown, and the short cuts you can use with multiple of the same enemy, but this is the first fight ive planned like this

2. I'm a little lost on how the spiked pit trap works, mostly the 1d4 spikes per target part of when its triggered, I assume the best way for me to understand it, is someone walk me through what I do as a gm when a PC triggers the trap


Wheldrake wrote:

The thing that becomes difficult is when the PCs are using various light sources, each of which has its own range of illumination, and this range is further adjusted by things like low-light vision. As the PCs carrying the light source move around the battlefield, their zone of illumination moves too, so just marking down the zones with a marker doesn't really help.

In my experience, as soon as the PCs declare they've got "x" light source, whether it be torches or light spells or whatever, most DMs will handwave the penalties for darkness and dim light. I know I rarely remember to take them into account. There are so many other things to keep track of...

I know what you mean, player life and gm life isn't easy, I decided to just throw out the whole weight system for my campaign, just as long as no one was clearly carrying too much, but with vision, status effects, all other stuff, like special combat options, attacks of opportunity, skill checks, it does get overwhelming


CampinCarl9127 wrote:

So, let's try to take this down bit by bit.

The fight is going on in darkness (lower than low-light, but not as dark as supernatural darkness). This means that anybody with darkvision can see (typically 60 ft. but sometimes more or less), while anybody without darkvision cannot see. Low-light vision does not help with darkness.

If somebody without darkvision wants to attack an enemy, first they must make a perception check to notice what square the enemy is in. If the enemy is using stealth, this could be quite difficult. If the enemy is in front of them and attacking them, it will most likely be very easy.

Once this person has located what square their target is in, they can make an attack. At this point you roll for concealment, which is a 50% chance to hit or miss. You roll percentile die to see if they hit or miss.

If they miss, they miss. End of their attack.

If the percentile die says they hit, then they roll an attack as normal, adding their normal modifiers to hit the target's AC.

Also, as far as moving goes, anybody without darkvision will have to move at 1/2 speed (which represents moving slowly so you don't walk into a wall).

I hope this helps. Do you have any more questions?

that seems to help, mostly covers everything, is there no modifiers that get applied to AC or attack rolls in such darkness?


coming soon in my campaign is likely a fight in a cave, so I definitely think its time to understand exactly how things like low light vision and all that work with darkness, I read the section in chapter 7 of the core rule book, but it didn't exactly clear everything up for me, basically, lets say we are in pitch darkness, and they are fighting an enemy, what are the modifiers that get granted in a fight like this, who all do they get granted to? also noticed something about a 50% chance to miss, and I am unsure of how to determine a hit or miss in such a situation, is it a percentile roll if they hit the AC? if so do they make the roll or do I? just anything to give me nice simple details for combat in a dark environment would be good, technically moving too


Chess Pwn wrote:

Well there a various things that effect ranged combat.

First, if there's an enemy right next to you he can make an Attack of Opportunity against you for EACH ranged shot you do. Easiest way to prevent this is to 5ft step before shooting.
Next it's possible that the enemy will be providing cover to your target, if so the target has +4 to their AC.

Range increment is how far you can shoot with no penalty, for each range increment you go into you take a -2 to your shot. So if your range is 100 you can shoot 100 away no penalty. If you shoot 101-200 you take a -2 to your shot. If you shoot 201-300 it's a -4 to your shot and so on. The max a ranged weapon goes is 10 increments, so 1000 for our 100ft weapon.

alright, thanks, that helps a lot, so the attack of opportunity does still happen even if its a ranged weapon you are using against someone right in front you, like a melee attack but not because its a ranged weapon? or is it only if you use the ranged weapon to shoot at someone farther away? is the 5 foot step not something that provokes an attack of opportunity since you are moving away from an enemy?


this came up during my session last night, and I went with it because upon checking I didn't see anything against it, but I was under the impression that if you had a ranged weapon like a crossbow, you wouldn't be able to attack with it if someone was in melee with you, or perhaps you could but would take a penalty, but like I said, when I checked, I didn't find anything against, so if someone could explain to me the limitations that do exist for ranged combat if any, I would be happy with that, I already know about shooting into melee, but range rules also aren't very clear to me, cause the weapon will list range as like 80 feet, but then I read something that said maximum range is up to 5 times the weapons range or something like that, so any short detailed guides to anything involving ranged combat and the answer as to if you can shoot while in melee, either the person who is melee attacking you or another enemy within line of sight, would be appreciated, thanks.


Andrew L Klein wrote:

Unfortunately IH#4 got pushed back

Sara Marie wrote:
Theryon Stormrune wrote:
Are the Pathfinder Iconic Heroes #4 going to make it for shipping?
Nope. They have not yet arrived at our warehouse and we could not delay the auth any longer to wait them.

alright so assuming the same doesn't happen to next month's set, then my next subscription shipment should include both iconic heroes 4 and 5 and next month's class deck?


My most recent order, seems to only contain the druid class deck, and I was under the impression, that since I had all my iconic heroes miniature sets in my sidecart, that the 4th set was coming out this month and would be part of my druid class deck shipment, I might be thinking or seeing things wrong, but if there is a way to get them shipped together, that is what I would like.


well one core thing that would help me understand the summoner better is if I knew how the skill ranks worked for the eidolon, cause there is a chart that says 4 for a level 1, but then in the detailed paragraph, it says an eidolon receives 6 + its INT modifier per hit dice, I see that the intelligence modifier is -2, so does that mean basically its 4 x whatever their hit dice is and they tried to already do that math?


maybe should split this stuff up, but I figured ill just roll it altogether, as of right now though, only 2 things have came up, 1 is likely simple, 2 is likely complicated, but anyways

1. so looking at the warpriest, 2 of my PCs made them, we couldn't find a "spells known" part, I can find them for pretty much any other caster, but I couldn't for the life of me find any part about how many spells they know at a time, so any guidance on that and where to find it?

2. I had a PC make a summoner, a class I know nothing about, and thus when reading through the summoner, I was pretty confused about some stuff, so if anyone could provide me with some tips on how to simplify the summoner thing, that would be cool, like how the eidolon works, how you figure out what it looks like (assuming the demonic chicken was a planned thing for balthazar) and generally how they work, I'm not very good at knowing how druids work either, which is likely a linked problem, also any tips for a first feat for a summoner, I couldn't find any feats that seemed directly linked to the summoner or his abilities

thanks for any help


Diego Valdez wrote:

Hello Alkatrazshock,

The best way to do this will be to order the miniatures sets and set the shipping option to "Ship with subscriptions." This will make them go into your sidecart when the order is submitted. Once in your sidecart they will ship with the next subscription order when they become available. For instance Iconic Heroes set 4 is currently set to start shipping before the end of November, but if it is in your sidecart it will wait and ship out with your December subscription order (right now the Druid class deck is scheduled for a December release).

Your Adventure Card Game subscription gives you a 20% discount on card game accessories. The Iconic Heroes miniatures set count as accessories so the 20% discount is being applied to them. This is why you see a $28 price rather than a $35 one.

if I do the ship with subscriptions thing, do I need to order them one at a time, or can they be ordered together? I ask cause I think that was the problem last time, was that I ordered everything together, and so it was like it was waiting for them all to come out before shipping them

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