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Derklord wrote:
Mysterious Stranger wrote:
Base movement is your unaltered movement without any kind of bonus.

That would be logical, but nope: "Fast Movement (Ex): A barbarian’s base speed is faster than the norm for her race by +10 feet. (...) This bonus stacks with any other bonuses to the barbarian’s base speed." This clearly says that base speed is with this bonus.

I'm looking at Barbarian's Fast Movement (Ex) right now and it says "A barbarian's land speed...", not "...base speed...". I don't think the phrase "base speed" appears anywhere in the Barbarian's abilities?


Hi all,
Haven't found anything in the forums about this, maybe I'm looking for the wrong conversation.

I play an investigator, and my friend plays a wizard with a familiar. Investigators can add wizard spells to their formula books.

Usually this is done by saying one reads the other's spellbook. But how does one share/copy spells from the familiar?

Thanks!


Dragonborn3 wrote:
In the spell itself.

Please provide a link? What I'm seeing says nothing about it.


Pelloth wrote:
bungs wrote:


Sorry, I'm a bit new, but I'm having trouble finding where it says wildshape is only one minute now. Can someone please...
Each of the spells/powers wild shape casts has a really short duration. Like at one point you can use Dinosaur Form but the duration of Dinosaur Form is one minute.

That does seem to be what people are saying, but can you please provide a source for that? Like where does it say specifically that the duration is one minute?


Horselord wrote:

One of the biggest pet peeves I've had with rules is effect durations. Paizo wants to simplify things yet puts awkward durations on things that really don't need it, such as sorcerer claws in PF1.0.

Wildshape now lasts a minute. Even the wild druid just gets a few more per day. This reduces wildshape down to a combat option, which is very disappointing. And the player's stats don't appear to affect the form, which I think is a move away from ideal. And finally, wildshape now draws from the limited forms listed in the spell.

A MINUTE DURATION?!

The duration should be unlimited, or 24 hours at the shortest.

How can you ...
- be a cart horse to help move the party and supplies
- scout as a sparrow or other incognito creature
- explore areas with movement types like burrow
- swim between islands as an aquatic animal
- tolerate the cold in a native form
- track using scent
- stalk someone in plain sight as a cat or other small animal

Also, it hinders the ability of the druid to communicate with native animals (theme-wise).

Storywise, opportunities are missed due to the pitiful duration, such as encountering a druid who has lost himself due to staying wildshaped too long.

I really thought Paizo hit the sweet spot with wildshape in PF1.0 by "wearing a skin", so it was basically the druid modified to be an animal. Minimal statistics about the animal needed to be known and different druids were different as the same animal, yet separate statistics were not required to adopt a form (such as how you need separate animal companion statistics that are underivable from the monster entry). It had faults, but it got more right than wrong.

I do have to mention though, I like that it is now possible for a higher level druid to wildshape into a gargantuan form! That's been a problem that's needed fixing for a while ... so many dinosaurs, and rocs!

Sorry, I'm a bit new, but I'm having trouble finding where it says wildshape is only one minute now. Can someone please point me?

Thank you in advance!

Edit: wildshape in the playtest doesn't mention anything about duration, so far as I can tell.


I know this is a bit late for your question, but I'm looking for names of games as well, especially games which children of Golarion (especially the inner sea) might play. I saw one, I think from Raging Swan games, which would be played in a bar, called something like "The Thief and the Dragon", but I'm really trying to find games which children might play.

I was thinking "Settlers of Cheliax" might be one, "Gorumopoly", "battle of the hexes", or "Shoki on the Shore". But, can't really find anything. Maybe just have to be clever. Does anyone else have ideas?


Ah, found that FAQ(anyone from the future can use the following two links as references). I see that I was asking the wrong question.

I don't know what SDK is, but it sounds like my primary question was answered. Thanks a bunch!

"Ally": http://paizo.com/paizo/faq/v5748nruor1fm#v5748eaic9nda

Another discussion thread on Allies: http://paizo.com/threads/rzs2l58r?Do-you-count-as-your-own-ally

Cheers!


Hi all, longtime reader, first time poster. Currently I'm playing an Insinuator in Skull & Shackles. Since I couldn't find any information by taking a look around, I asked my DM for interpretation. He and the other players (all DMs... I'm the new one) gave me an answer but suggested I keep searching since they as well couldn’t find. So I turn to the community...

The text for Aura of Ego states:

**At 3rd level, an insinuator radiates an aura that bolsters allies and deters enemies. Each ally within 10 feet gains a +2 morale bonus on saving throws against fear effects. Enemies within 10 feet take a –2 penalty on saving throws against fear effects. This ability functions only while the insinuator is conscious, not if he is unconscious or dead.
This ability replaces aura of cowardice.**

The text for Aura of Ambition states:

**At 8th level, enemies within 10 feet of an insinuator take a –1 penalty on all saving throws. All allies within 10 feet gain a +1 bonus on all saving throws.
This penalty does not stack with the penalty from aura of the crusader. This ability functions only while the insinuator is conscious, not if he is unconscious or dead.
This ability replaces aura of despair.**

The Antipaladin class features of Aura of Cowardice and Aura of Despair don’t bolster the Antipaladin, so it might make sense that the Insinuator doesn’t get the bonus. However, the class features of the Insinuator tend to lessen the penalties against the enemy for the sake of some selfish bonus to fit with the theme of the Insinuator. For example, Smite Impudence doesn't add CHA bonus to AC vs smote enemy, which trades for a 'variable' smite. Also, Greeds gives the Insinuator 'personal mercies', rather than inflicting Cruelties on enemies.

So you've read this far. My question: Should Aura of Ego and Aura of Ambition be RAW, with the bonuses and penalties applied to only other characters, or should they be interpreted to include the Insinuator in their bonuses?

My group asserts the Insinuator is an ally of themselves, so the insinuator should get the bonus, but we wanted to leave this to someone who might have a better intuition of the intent of these features, whether they are meant to be interpreted strictly.

Since we’re here, I’m also curious what ‘aura of the crusader’ is, since I can’t find that in pathfinder documentation either. Maybe it’s an old name for a different aura?

Just wanted to give a quick thanks for being an awesome community, I almost always find clear answers to my questions without needing to do much other consulting. I really appreciate y’all.

Thanks for your help!
Bungs