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Pathfinder Adventure Path Subscriber
![]() A couple of quick questions regarding the breath weapon of the Khala form Bestiary 5. It states the secondary affect of being hit by the breath weapon is that the PC is encased in ice and gives stats for said PC to break out via either STR check or Escape Artist. Questions:
2) Would they continue to take cold damage while encased? 3) How thick is the ice covering? How many hit points would it have if someone wanted to hit it to try and break the PC out? ![]()
Pathfinder Adventure Path Subscriber
![]() A couple of quick questions regarding the breath weapon of the Khala form Bestiary 5. It states the secondary affect of being hit by the breath weapon is that the PC is encased in ice and gives stats for said PC to break out via either STR check or Escape Artist. Questions:
2) Would they continue to take cold damage while encased? 3) How thick is the ice covering? How many hit points would it have if someone wanted to hit it to try and break the PC out? ![]()
Pathfinder Adventure Path Subscriber
![]() Good afternoon, I am still not showing any pending shipments for my September subscriptions. Going back and looking at my order history I never received a subscription order for August either. The last order I have in my history is Order 5349675 which consisted of part of the July subscription, Play test pre-order and some other books that I picked up directly at GenCon. My side cart still shows the missing portion of the July subscription Pathfinder—Spiral of Bones #4. The most recent package received from Paizo were the miniatures from the Humble Bundle Worldscape bundle Order 5102299. Please advise, Thank you,
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Pathfinder Adventure Path Subscriber
![]() Good afternoon, It appears the links for the Online Rules for both Pathfinder & Starfinder direct users to the Archives of Nethys web page. I have tried in multiple browsers and multiple systems.
Even doing a Google search for the PRD directs you to the Archives of Nethys site. ![]()
Pathfinder Adventure Path Subscriber
![]() Ran into a conundrum with my game session tonight and am looking for some guidance. Here is the situation:
My question is how big in size/weight is the resulting statue? Unfortunately Carry Companion only says "transforming the creature into a miniature figurine of stone, small enough to fit into the palm of your hand." (fairly vague) Does this mean it is a statue similar in size to the Karzoug statue mini? or is it similar in size to say a dire wolf mini? or is it something smaller? I could see the bat being able to fly while carrying something similar in size to a dire wolf mini or smaller with out a problem. However if it sized similar to the Karzoug statue mini then I have a hard time imagining the bat flying without issue as the statue would as big or bigger then the bat. ![]()
Pathfinder Adventure Path Subscriber
![]() Good afternoon,
Thnka you for your assisstance. Jonthan
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Pathfinder Adventure Path Subscriber
![]() Per the Summoner's Eidolon class feature: "A summoner can summon his eidolon in a ritual that takes 1 minute to perform." In game there are always situations were I would not necessarily want my eidolon present (don't want to scare the locals/don't want to advertise that i'm a summoner/etc) or that it has been sent a way (me being rendered unconscious). Is there a way to speed up the process of calling the eidolon? I am aware of the Summon Eidolon spell but that makes the eidolon subject to nerfing by any protection from alignment spell. Are there any other options? ![]()
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Pathfinder Adventure Path Subscriber
![]() Greetings, Am writing to let you know of some quality/production issues with the copy of Dark Waters Rising I recently received with my order: 1) The Hinterlands map included in the back of the book was incorrectly cut with most of the title being cut off. Also where the map was folded was also cut most of the way down the fold. When opened only a small portion of map holds it all together. 2) The other major issue with the copy that I rec'd is that the last twenty pages are uncut along the tops of the pages. The pages are in two groups of ten and the the tops of the pages appear as if they were being prepared for stitching into the binding. I have also sent a separate email with several pictures attached. Thanks
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Pathfinder Adventure Path Subscriber
![]() Good afternoon, It's with a sad heart that I need to ask that my Patherfinder Battles subscription be cancelled and the RotR miniatures be removed from the upcoming shipment in Sept. Unfortunately life has conspired to make these unaffordable for me at this time. Hopefully once I get things straightened out I will be able to come back for the Shattered Star release. Thank you,
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Pathfinder Adventure Path Subscriber
![]() This came up in our game yesterday and generated some debate. The situation:
The debate was over whether or not the dragon could tell the real target from the figments through blind sense, there by avoiding the "miss chance" of hitting an image. The DM's initial call was that blind sense allowed the dragon to pinpoint the target as he had line of effect and there was no concealment. The player(s) argued that as the figments mimiced the caster's sounds and movements the dragon would have to close his eyes and take the resulting 50% concealment to avoid the images. PRD Blind Sense:
Blindsense (Ex) Using nonvisual senses, such as acute smell or hearing, a creature with blindsense notices things it cannot see. The creature usually does not need to make Perception checks to pinpoint the location of a creature within range of its blindsense ability, provided that it has line of effect to that creature. Any opponent the creature cannot see still has total concealment against the creature with blindsense, and the creature still has the normal miss chance when attacking foes that have concealment. Visibility still affects the movement of a creature with blindsense. A creature with blindsense is still denied its Dexterity bonus to Armor Class against attacks from creatures it cannot see. PRD Mirror Image:
School illusion (figment); Level bard 2, sorcerer/wizard 2
Casting Time 1 standard action Components V, S Range personal Target you Duration 1 min./level This spell creates a number of illusory doubles of you that inhabit your square. These doubles make it difficult for enemies to precisely locate and attack you. When mirror image is cast, 1d4 images plus one image per three caster levels (maximum eight images total) are created. These images remain in your space and move with you, mimicking your movements, sounds, and actions exactly. Whenever you are attacked or are the target of a spell that requires an attack roll, there is a possibility that the attack targets one of your images instead. If the attack is a hit, roll randomly to see whether the selected target is real or a figment. If it is a figment, the figment is destroyed. If the attack misses by 5 or less, one of your figments is destroyed by the near miss. Area spells affect you normally and do not destroy any of your figments. Spells and effects that do not require an attack roll affect you normally and do not destroy any of your figments. Spells that require a touch attack are harmlessly discharged if used to destroy a figment. An attacker must be able to see the figments to be fooled. If you are invisible or the attacker is blind, the spell has no effect (although the normal miss chances still apply). And for completeness of discussion:
PRD Illusion Figment: A figment spell creates a false sensation. Those who perceive the figment perceive the same thing, not their own slightly different versions of the figment. It is not a personalized mental impression. Figments cannot make something seem to be something else. A figment that includes audible effects cannot duplicate intelligible speech unless the spell description specifically says it can. If intelligible speech is possible, it must be in a language you can speak. If you try to duplicate a language you cannot speak, the figment produces gibberish. Likewise, you cannot make a visual copy of something unless you know what it looks like (or copy another sense exactly unless you have experienced it).
Because figments and glamers are unreal, they cannot produce real effects the way that other types of illusions can. Figments and glamers cannot cause damage to objects or creatures, support weight, provide nutrition, or provide protection from the elements. Consequently, these spells are useful for confounding foes, but useless for attacking them directly. A figment's AC is equal to 10 + its size modifier. ![]()
Pathfinder Adventure Path Subscriber
![]() I have a player that is wanting to craft a custom magic item based off of the spell Protection from Evil (the item will be slotless and have a continuous effect). I can find equivalent magic items for the AC and Resistance bumps as guidelines to balance those powers. My issue is trying to assign a value to the protection to mind control/possession ability of the spell. Two questions:
2) If no such item exists what should I value that ability at? I am thinking some where in the neighborhood of 40-50k. Though not sure if that will be modified by the no space limitation value modifier. Thanks for your input. ![]()
Pathfinder Adventure Path Subscriber
![]() Am in the process of coverting the final part of this AP as my players should complete it before HC comes out in June. Am trying to convert the base Kuchrima and so far conversion has been pretty easy as there were no major changes between 3.5 and PFRGP Magical Beast type just needed to add a couple of feats. Added Critical Focus to work with their Catastrophic Shot ability and added Hover to remove the need to make Fly skill checks. However I am running into an issue with the Spot skill numbers as listed. Per the monster entry they have Spot +19. From what I can see they get 2+int per HD (min 1) as a Magical Beast. Their Int is 7(-2). So that is 1 skill point/hd for a total of 11 + 3(3.5 1st lvl) for a total of 14 ranks. Their Wis is 9(-1). So that give them a total check of +13. Where is the additional +6 modifier come from? Were they supposed to have a Racial Mod to Spot that got cut from the Bestiary entry? ![]()
Pathfinder Adventure Path Subscriber
![]() Am in the middle of converting the last module of RotR to PFRPG. And have some questions specifically with converting the Mountain Roper. My specific question is with regards the the roper's bite damage and size increase. The base PF roper's (size L) bite damage dice is listed as 4d8. Now the natural attacks table (pg 302) does not list this as a possible bite damage type large or otherwise (highest is 4d6 for colossal). The only place I could find 4d8 listed as damage for a natural attack is under the feat Improved Natural Attack (pg 315), specifically under the last sentence about increasing natural attack damage based on a d10. My question is when increasing the roper's size to huge does his bite damage then become 6d8 (based on damage progression of the feat) or does it become something else? All help/insight is appreciated. ![]()
Pathfinder Adventure Path Subscriber
![]() After DMing my campaign this past weekend I have some questions regarding the Ring of Force Shield and RAW vs RAI.
PRD wrote wrote:
Based on how the description is worded the archer could as a free action deactivate the ring, make a full attack action, then as another free action reactivate the ring. Thereby gaining the benefits of the the +2 AC for the entire round (other than for any attacks that might come his way durring his attack action). This seems broken to me and am wondering if this was what was intended for the item. I have not problem with the item being usable at will but think that the action should be a swift/immediate/interupt rather than free. ![]()
Pathfinder Adventure Path Subscriber
![]() Am creating some ghosts for my campaign and have come across an issue that isn't clearly answered in the ghost template. When you turn a creature into a ghost do they retain their racial abilities? ex. would a dwarven ghost still retain the greed, hatred, hardy, and stonecunning abilities? ![]()
Pathfinder Adventure Path Subscriber
![]() Following in the foot steps of The Grandfather, who posted conversions of AP2-4, here is my attempt at converting the encounters for Sins of the Saviors. Also thanks to Kor and his excel character creator as it was instrumental in helping to try and make sure that the numbers were correct. ![]()
Pathfinder Adventure Path Subscriber
![]() Quick question. I am in the process of going through and trying to convert Sins of the Saviors to pfrpg and was wondering if the NPC's in the module are under the effects of the various Tomes and Manuals? Trying to break down to beginning stats and rebuilding from the ground up and have noticed at least on both Kazaven and Ordikon that they seem to have a starting stat of 17 in Int. ![]()
Pathfinder Adventure Path Subscriber
![]() I apologize if this has already been covered somewhere I did a search of the boards and wasn't able to find any thing specific. In the skill description for UMD the table lists a static DC of 20 for Emulate Class Feature where as the specific description for Emulate Class Feature lists it a -20 modifier to the UMD roll. Which is correct? If it is a -20 modifier what are some examples of how/when it would apply? ![]()
Pathfinder Adventure Path Subscriber
![]() 1) Quick Question regarding Summon Monster I. Is the Viper (snake) listed supposed to be Viper (familiar) (Bestiary pg 133) or should it be Snake, Venomous (Bestiary pg 255)? 2) Also with the recently released Bestiary Errata the Riding Dog’s CR increased to 1. Should it still be included on the Summon Monster I list or should it be moved to the Summon Monster II list? All other creatures on the Summon Monster I list are either CR 1/3 or 1/2. ![]()
Pathfinder Adventure Path Subscriber
![]() I am converting some 3rd party adventures to PRGP for some side treks in my campaign and wanted to make sure that I am doing the conversion and CR calculations properly. I am doing my conversions based on the info on Pg. 297 in the Bestiary “Adding Class Levels and Determinig CR” along with info on Pg. 398 in PRPG Core for “Adding NPC’s” under Designing Encounters. (All examples listed below will be using goblins and bugbears as that is most of what I am converting at the moment) A couple of quick questions first: 1)Under the Goblins entry on pg. 156 in the Bestiary it has a section “Goblin Characters.” Do I use the stat modifiers listed there in place of the stat modifiers listed on Bestiary pg. 297? Or do the modifiers on pg 156 modify the base stats and then I modify them again with the modifiers listed on pg 297 when adding PC class levels? 2)In reference to the stat mods on pg 297 are they only for creatures who’s HD are not solely based on their class or are they for all creatures for whom you are going to add PC class levels? Some sample CR calculations: Goblin 1 – Ftr 3 - CR = HD -1 (PC class) = 2
Hobgoblin 1 – Warrior 3 – CR = ??? (Generally the equation is HD + 1 per Key PC class level. How do NPC classes calculate in this case for CR? Would it be considered a Non-Key class?)
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Pathfinder Adventure Path Subscriber
![]() Not sure if this is the best place for this or not. But after attemping to sift though all of the various threads and forums this seemed like the best place. I am only recently getting into Pathfinder and the AP's and am getting ready to run the Runelords AP. As I want to keep it as close to true PFRPG as possible I was wondering if anyone has converted it from 3.5 to PFRPG. Also is there any central Errata doc for the mods? I noticed there were several threads but didn't want to have to slog through them to find the pertinent info for correcting the mods. ![]()
Pathfinder Adventure Path Subscriber
![]() Not sure if this is the best place for this or not. But after attemping to sift though all of the various threads and forums this seemed like the best place. I am only recently getting into Pathfinder and the AP's and am getting ready to run the Runelords AP. As I want to keep it as close to true PFRPG as possible I was wondering if anyone has converted it from 3.5 to PFRPG. Also is there any central Errata doc for the mods? I noticed there were several threads but didn't want to have to slog through them to find the pertinent info for correcting the mods. |