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Newb here: Among the discussion of Mr. Beak and Vampiric Touch being 6d6:
Since this creature is Elite, my reading of Elite trait means that Mr. Beak's Vampiric Touch would qualify for the +4 damage to his once-per-day spell. Isn't that correct?

I do recognize that replacing with Phantom Pain is a strong recommendation I find here; but there again, because it's an Elite creature, that would qualify for +4 damage (assuming I'm correct).

I have yet to GM Pathfinder yet, and I've only played 4 times (but I have a lot of 1st ed experience). Just reading through Ruins of Gauntlight has been a pleasure and a great learning tool. I never owned a Paizo AP module before (only PFS modules).

I'm only reading level 2 right now, but this is really solid story and a lot of great characters. I am kind of awe-struck by the difficulty of the Corpselight encounter and the Mr. Beak encounter. But I'm just as impressed by the creativity of these creatures' design.

Last question:
Why is it difficult for Paizo to correct esoteric errors on a pdf file (like misspellings in the text or the secret doors missing from ground level on the interactive maps)? Why can't someone open the file, correct the copy, and replace the file so new downloads get the corrections? Corporate America fixes errors in procedure files online daily: why can't Paizo?


Thank you very much for the feedback.


I have surfed message boards for two decades for games such as World of Warcraft, Warhammer Fantasy and 40K, and Pathfinder. The worst vitriol encountered in my exposure was on the Pathfinder 'community.' I'm glad someone made this thread. I almost stopped playing because the wall of hate seem insurmountable. I'm still sickened when I think of what people said... Yep, still sickened...


I'm very new to Pathfinder 2e, having played four times since its release (PFS organized play only), and now I want to immerse myself into learning the rules of the game. I'm going to make 4 PC characters and self-GM/solo the Abomination Vault series. I think this will be a fun way to thoroughly learn the rules at my own pace without risk.

My question for the Forum is what 4 character classes should I make to navigate the Abomination Vault series? As a bit of a restriction, I only own the Core Rulebook, Bestiary (1), and Game Mastering Guide for rule books to draw on (plus the Abomination Vault AP); that represents my class limitations for these 4 characters. I wanted to take a Cloistered Cleric (Dwarf), a Ranger (elf), a Wizard or Sorcerer (Gnome probably sorcerer), and maybe a fighter or a champion. If you have any recommendations in this regard I would really appreciate it. I am especially interested in whether this party should have a cloistered cleric or a warpriest, and whether the ranger's planned Bow emphasis would make the party vulnerable in melee.

Thank you in advance for any assistance you provide.

If I wanted to take 5 or 6 characters, would I have to adjust encounter difficulty for a bigger party? Four PCs is the norm now for AP design, is that right?


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Perhaps I've got a different opinion?
I don't deny the maths, but: you don't have to absorb the damage with the shield if you don't want to
and
it's a magical world with a 1st level Mending spell (now I'm a novice at pathfinder, and maybe Mending doesn't scale to fix higher level stuff well).

Considering that you don't have to absorb damage with the shield, and that mathematically speaking, when you do absorb damage to the shield, you're increasing the absolute damage inflicted by the attack; and consider it's never been particularly difficult in RPGs to heal yourself, I ask if this is that big a problem to a roleplaying game?

I've always played shield tanks, and I am in fact a bit discouraged by the maths. But this is in fact a new shield capability that most games have never featured (I myself played Runequest back in days of yore, which worked similarly).

In Runequest, when an item's "hardness" was exceeded, all remaining damage went through to the wielder, and the shield's hardness was reduced by 1. This could be repeated until, after the 11th hit, a 12-hardness shield would absorb (only 1 damage) and the shield would finally break.


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Anyone who sees the Aspis Consortium as in any way meaningfully different than the Pathfinder Society is deluded. IMHO


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Is it a class thing? If so, it's like the "peculiar rules" threat in which someone noted a level 20 character with +30 skill can't disarm certain traps that a level 1 rogue can.


Is that in addition to the four separate +2 improvements every character gets at intervals of 5 levels?


Yeah, but why do shields get no love? You can't affix runes to shields. Now dual wielding with an attack shield seems pointless? (or would the shield spikes or whatever be able to get the rune?).

I'm not saying shields are pointless; in fact I like the new shield rules a LOT. It just seems they will be doomed to fall behind traditional dual wielding two weapons.


I'm returning to Pathfinder after 3 years away.
In second edition:
Is anything changing in the Golarion world setting that I need to know about in advance? I'm still waiting for my 2 core books to arrive.

1/5

Okay, thanks for the advice. I am not cut out for PFS, and I cheated my last two games. Is there a way to delete my profile from Paizo and kill off all my characters?

None so blind...

1/5

I don't use shield spikes, and I kinda don't care about that FAQ.
For god's sake - again - I'm not overpowered doing 2d6, whereas the barbarian/wizard/fighter throwing a glaive 30-feet, and the 5d6 Level 2 Wizard (doing any elemental damage he wants) are SUPER broken and completely legal (even in CORE).

THIS IS WHY I HATE PFS!
It takes incredible balls to nerf a 2d6 shield and not the other stuff.
Next GM who enforces what Nefreet argues - well, that'll be my last PFS game as a player.

1/5

Where I (used to) play, there are more people who focus on Damage Per Round than otherwise, and so it has become a "keeping up with the OP Joneses". I spent way too much time being a bit-player in someone else's epic.

The day I had a 12-year old playing a level 2 wizard doing 5d6 damage in any elemental type he chose (delivered via familiar as necessary) at a game I was running, well that was the last game of PFS I'll ever run. Core doesn't solve the multi-class problem that, for me, sucks all the joy and mystery out of playing.

My Ranger:
Str 14
Dex 14
Con 16
Int 12
Wis 13 (bumped at level 4)
Cha 10

Traits were designed to make up for knowledge skills often needed but not present at a table; made Knowledge Local and Linguistics class skills.

Feats: Toughness (at 1)
Shield Slam (at 2)
Improved Shield Bash (at 3)

At level 3 I saved up enough to buy a Mithral Hvy Shield +1 and Bashing so that it's base damage is 1d8.
After this thread, I did buy a wand of Lead Blades, and that makes both my shield and my longsword do 2d6 damage.

I had been concerned that I wouldn't do enough damage, but the Lead Blades wand really brought me up to par with most 1-handed attackers that I play alongside.

AC is 21, and HP are 44 (remember Toughness and +3 Con)
My level 5 feat will be Boon Companion (wolf AC with power attack)
My level 6 will be Shield Master (at which point my shield's Armor Class enhancement can be used as an attack enhancement, and I can save a ton of money making my primary weapon +whatever).

After level 6, I dunno. I could switch to Fighter (the Ranger is half-elven with favored classes of ranger/fighter) but I plan to stay Ranger only, because I want the other bonuses. Probably saving shield and shield focus along the way.

Favored enemy is Dragon (I know you should always take human in PFS, but I don't like the meta-gaming aspect of that) and favored terrain is "underground/dungeon" because that meta-gaming came at level 3 when I'd spent a lot of time underground...

Honestly this character is both fun and relatively competent in any tank role. It's just average damage of 9 per round, and where I play, that's a joke at level 4. I do survive well with all those HP and Armor class.

Anyhow, I learned a lot in this thread, thanks.

1/5

Ooo, that's good to know. Lead blades was a spell I was going to cast, but a wand would be much better. I'm already using a shield of bashing, so that would make it a 2d6 shield attack.

1/5

Okay, thanks for the answer.

I have to laugh at the idea that such a wand would constitute a PFS 'shenanigan.'
The whole system is multiclass shenanigans of OP character design.

I have a level 4 ranger specialized in Sword and Shield. He sucks compared to the 1-wizard(general)/1-barbarian/2-fighter who moves 40-feet, rages, and can throw his melee weapon 30-feet while wearing mithril shirt counting as light armor for spellcasting.

But then, PFS makes me a bitter person.

1/5

I have a ranger in PFS who has just hit 4th level, and can choose his first spell(s). Resist energy seems highly useful.
Then I got to thinking that in PFS, I think I could get a wand of Resist Energy, since it is a level 1 Ranger spell, for 750 gold.

1) Am I right that in PFS I can buy a wand of resist energy for 750? I'm wondering if you can even buy "ranger-made" wands.

2) If I buy a wand of Resist Energy, does the wand have to be of a SPECIFIC energy type, or does the user of the wand get to decide which energy type they wish to block with each casting of the spell?
My reading is the latter.


Hama wrote:
Smart idea. I'm gonna do it!

1. A whip is a farm tool, not a weapon.

2. Combat expertise requires Int 14

3. Improved (Disarm etc.) provokes an AoO if you fail the attempt.

4. Do not track mundane arrows & bolts (how many times did Legolas use 6 arrows three-hundred times?)

And the most important House Rule in my home campaign:

Multi-class characters must keep their classes within 2 levels of the other(s).

Core PFS won't solve the multi-class abuse that defines the PFS problem for me. Multi-class abuse is the single biggest fun-killer for me as a PFS GM.

You can still, in PFS Core, multi-class Barbarian-1/Wizard-1(Universalist) and any other class you like and you're a game-breaking glaive-throwing raging monster that no PFS game is written to deal with.


I agree it sounds like a poor-quality campaign, and as described sounds like a GM who isn't dynamic, to put it politely.

Why are you playing a campaign twice a week that isn't enjoyable?

I imagine that you don't have a great line of communication to this GM personally. Without that, there's no easy way to tell him that his style doesn't rise to the level of your need. Are you aware of that situation yourself?

The clear answer is to remove yourself.
Unless you're prepared to create conflict with this person in an attempt to move the campaign to a place that meets your need. That'd be like couples' counseling of a sort. No easy discussion...

When a GM doesn't respond to the need to adapt to the party, the party members' only recourse is to withdraw. If the GM then pursues the matter asking why, then you can start that dialogue about what your needs and expectations are. If the GM doesn't pursue your reasons for leaving, it's probably a good thing that you left when you did.

Roleplaying is a cooperative endeavor. I don't have time or energy for players or GMs who have a dedicated investment to another point of view on this matter.

I see nothing wrong with your expectations of a vibrant and prepared GM.

1/5

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For me the problem with PFS is that the players create characters that over-power the adventures.
The number of overpowered combinations I see in characters is such that I no longer have a desire to GM or to play the organized play system.

Whether I'm GM or player, I'm always an afterthought in some over-powered character's epic saga of him against the rules.

I am angry and resentful at Paizo for enabling it.


As written, it's quite an inefficient magic item unless you have a cause to need arrows (sure, everyone with a bow), a second bow (yeah, if it's your survival), AND javelins (completely unnecessary to anyone prioritizing the other two).

I've shoved a spear in one and didn't tell...


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I try to take a 'realistically anthropological look' at Golarion. In doing so, I immediately deviate from Pathfinder Society's Golarion, because it's very different from what I envision Golarion would be.

I like low-magic because human beings are inherently fearful of things they don't understand, and I think people/things that can really do magical things would be exterminated by the mass of normal people, so magicians would have to be rare, and somewhat secretive about their craft.

I conceive that arcane magic would be more hostilely received than divine (with the exception of bards, who could fool people as entertainers quite easily), because people always believe in gods, and special powers of the faithful. In addition, curative magic would be highly thought of in a world of disease and violence. I would think all of the things that you and I did that required a lot of stitches or setting a broken bone would be handled by the first level clerics of our village, who would be somewhat common even in small settlements.

By the time a divine caster reaches 6th level or so, he would probably be in a city, and his higher level magic wouldn't be commonly seen.

But guys who can cast Flame Strike, or Charm Person or Magic Missile would be guys you'd want to keep from taking too much power for themselves.

Further, I envision a world with curative magic being very violent, because the physical consequences of violence are not permanent. So physical violence isn't particularly frowned upon in this violent world, further explaining why men and women who can cast Magic Missile are understood to be guys from your childhood nightmares, who steal souls, animate the dead, etc., so society would weed those out.

Now, Golarion is supposedly a human-dominated society, but if you look at PFS, that's not really what you see players showing up as. Tieflings, Undine, Efreet ... Humans are racists. We met Neanderthal and within 5,000 years, Neanderthal's 200,000 year reign as masters of central Europe were ended. I don't see those weird races as surviving, and Golarion already accounts for the common enslavement of the small races (except dwarves). Elves and Dwarves there even keep to themselves, further reinforcing my view that Golarion humans would be highly discriminatory. Elves are one of the more comfortable races regarding arcane magic, and dwarves are similarly open to the practice.

Human history is one of poverty being the norm prior to industrialization. In an impoverished world, where magic itself is rare, magic items would have to be similarly rare, special, and heirlooms in nature, near priceless.

I don't like my players to run away with a story-line that is inconsistent with my game world. I probably can't share my campaign website here on the message board, but if you want to read it, send me a PM and I'll send it to you. But it more or less explains what I've said here.


Guys, I have a campaign that takes place all around the Selen river centered around Riverton (Kyonin-Galt-River Kingdoms).

I'm really concerned with trying to make up-river boat travel viable given the technology and magic of the time.

Can anyone give me some creative ideas for divine magic that might be useful to help boat travelers either take advantage of winds in order to sail up-river (however slowly) or magic that might lower water resistance, or magic that would help oars (or rowers) push water more efficiently/longer/harder), especially stuff that is lower levels (spell level 1-3).

Thanks. There are so many spell sources, and I only have the CRB and APG plus some player companions. Plus I'm nowhere near as clever at mixing spell effects as this community.


Guys, I have a campaign that takes place all around the Selen river centered around Riverton (Kyonin-Galt-River Kingdoms).

I'm really concerned with trying to make up-river boat travel viable given the technology and magic of the time.

Can anyone give me some creative ideas for divine magic that might be useful to help boat travelers either take advantage of winds in order to sail up-river (however slowly) or magic that might lower water resistance, or magic that would help oars (or rowers) push water more efficiently/longer/harder), especially stuff that is lower levels (spell level 1-3).

Thanks. There are so many spell sources, and I only have the CRB and APG plus some player companions. Plus I'm nowhere near as clever at mixing spell effects as this community.


Scythia wrote:
Bob Bob Bob wrote:

More exotic ways involve getting obscuring mist/smokestick and a way to see through fog/smoke and hiding inside it so the player can see out and their enemies can't see in.

That just made me think of something: a character could cast Deeper Darkness, in the middle of a lit area, around themself, which would be ridiculously conspicuous, but since they could see out of it, and others couldn't see in, they would effectively be hidden for the purposes of sneak attack.

Squad Commander: "We're taking fire! Can anyone see the shooter?"
Grunt 1: "Maybe they're in that tree that was just engulfed in darkness?"
Grunt 2: "Maybe they are, and maybe they aren't. We can't be certain."
Squad Commander: "Dear god, it's Schroedinger's sniper!"

Brilliant!


At issue to me is GM viability.
I saw so much tripping in my local store for PFS (accomplished via feats and special weapons) that for my home campaign I made CE prerequisite Int 14.

You're getting +4 to your attack and your own armor class, you cost my BBEG his move (or worse, full attack), and you're setting up my BBEG for an AoO when he tries to stand.

These maneuvers are themselves unbalancing fights (or are at least capable of doing so) for the GM.

All players are optimized. Most monsters are not.


2) Season 0 PFS games are awesome.
Look for modules for PFS (Pathfinder Society) that are Season 0.
They run about $5 or less and take 4-5 hours to play for 4 characters.
A great way to figure out how to GM better and to see how your players like it.


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OP is correct that adventurers destroy any consistency in the economic model of RPGs.

But magic destroys any consistency in culture as we know it.
Imagine human beings if you could heal the consequences of violence.

Golarion doesn't make a lot of sense if you think about it.
Homo Sapiens coexisted with Homo Neanderthal for about 5,000 years, and at the end of that period, in the stone age, Homo Neanderthal was wiped out. Yet in Golarion Orcs and Gnolls and Goblins all have civilizations that are allowed to exist together.

Golarion has over 4,000 years history and hasn't developed internal combustion, which is the easiest technology in the world to harness when you have the ability to heat stuff with magic.

It all devolves into esoteric naval-gazing.
The GM has to have a plan to make sense of it all.


I truly love the knowledge and helpfulness of this community.
Splendor, I'm going to contact you via e-mail and pick your brain.
I'm really interested in your ideas.


Raiziel Dragon brings up the point of "With whom."

My players are ambassador-spies of the Queen of Kyonin.
My world is magic-lite, but Elves are magic-heavy.
It would be a way for players to hear FROM their superiors when they reach a new place.

Examples of things I'd like to pull off:
Players travel stealthily to an old ruin in enemy territory, under orders, looking for something that the Queen doesn't want them to know about (in case they're captured) until they get their safely. So once they're safely there, she needs to communicate.

It seems to me that maybe "GM Fiat" is the way to go. I'm also always looking for ways to make my game more immersive. I'm thinking of tying an object that they use for communication to the cycles of the moon, so that they can only communicate on the New and Full moon (or what ever...).

Sounds like for legitimate, by-the-rules spell-means, nothing fits the bill easily.


I have a whole campaign based around my players being pseudo-emissaries of a monarch. My campaign will have them traveling away from the kingdom virtually the entire campaign, with stops back home between missions (leveling, downtime, etc.).

I'm a novice with Pathfinder magic, and I'm not sure what magical means of communication may exist for the world.
Can anyone give me some ways for immediate communication across distances in the pathfinder world? Distances would be fewer than 750 miles (maybe even half that). Whether it's one-way communication or two would also be important to know.

I played a PFS game called Destiny of the Sands in which the main NPC gave the party a gem with some type of spell that enabled us to talk to him (one-way) when we completed our mission, but I don't remember what it was.


Okay, thanks. In general, then, no one will have a problem with my character knowing his father is alive, but missing. He would already have information as to where his father went missing (Cheliax, queue diabolical music).


I'm writing a character background, and the character's father has gone 'missing.' The plan is to have the father alive and for a future reunion to take place.

My question is whether there exists a spell in the rules (I'm kind of new and my spell knowledge is very limited) that would enable my character to know whether his father is alive or dead?

Presuming such a spell exists, I'd like the character to know that his father is at least alive (or at least 'not dead' depending on how the spell may work).

This is on Golarion, by the way, if it matters. And the folks involved are Elves.


All great tips. I'm glad I worked my way back to the thread later again.


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I have everything set up for my first Pathfinder campaign.
In the early part of the campaign, my players have a lot of traveling to do within the River Kingdoms (this is not Kingmaker, though).

I have a calendar set up, I've got the phases of the moon to keep track of, I've got weather plans, and I know to try to bring the country alive with description.

But from a challenge standpoint, I want to get some advice from experienced GMs about how to make travel more interesting and a compelling part of the game.

From a plot standpoint, the travel isn't linked to wandering monsters or anything. My players have to go from Riverton to Daggermark to Rookwarden for specific challenge encounters.

I have a pretty good plot and story, I'm using the Ultimate Campaign Contact System, and I want to make the journeys seem important. Please any advice would be great.

If you have any advice about logistics systems for lots of travel by the party, that would also be helpful.


So the Selen river has barge travel. Can barges travel upstream in this era of 'technology'?


Situation 1:

I have 10 HP
I have 4 HP lethal damage
I have 4 HP of non-lethal damage.

I am healed for 6 points. What is my status?

Situation 2:
I have 10 HP
I have 8 HP of lethal damage
I have 3 HP of non-lethal damage (I am unconscious but not bleeding, I think)

I am healed for 8 points. What is my status (knowing I am now conscious at a minimum)


My guess is that you cannot multiply it because the critical hit rules in Pathfinder are pretty overpowering anyway. You can thank Power Attack for it, in the long run. They probably shouldn't get that critical hit multiplier that they do for all of the bonus damage sources. Two points per 4 levels damage (x1.5 IIRC for two handed).

Then there's the 3x and few 4x multiplier weapons, which would get really ugly fast even at low levels.

I agree with you that the situational nature of precision damage means it's much harder than the fighter's greatsword to implement.


Not to the min-max world, no.
I stand by my descriptives and note, to the audience in general, your apparent need to silence me without instead defending your play style.


Mavael wrote:

I don't understand everyones problem with "dump" stats.

Why do all characters have to be good at everything? Isn't it natural that strength and weaknesses alter from person to person what ever that persons goal is?

A warrior who focuses on fighting has not much use for charisma, he isn't trying to charm anyone. Same with a Wizard who doesn't care that he's physically weak, because he is strong in his mind.

Rolling stats can lead to some people having crazy high luck, or really bad rolls. Point buy ensures that everyone has a equal stat array, people can build what ever they want in a way that makes it effective.

I also don't understand the dislike for min/maxing. having characters that are good at what ever they want to be good at just ensures less PK and more fun all around.

Each GM gets to qualify the flavor and mythology of his game. In my case, in a Kyonin-focused campaign, part of my personal Golarion's mythology is that most humans are average 9 for stats, while Elves are average 11 (thus, epic points buy). But part of being epic means not being average, thus, the proscription against taking my epic concept, which is generous to begin with in terms of stat buy, to an outrageous place where you start with 20 Int and 19 Dex because you took 7 in both Strength and Wisdom.

But in terms of weeding out players who aren't a good fit for me and my campaign, let me say I am not shy.

In terms of min-maxing, if you like it great. I don't know if you play Pathfinder Society games at all, but the min-maxing in Pathfinder, where over-powered is the norm, it's really a matter of fit. Non min-maxers don't like min-maxers because min-maxers are looking for something that non-min-maxers detest 'competitive playing'; the idea is how much better can I do this than anyone thinks it can even be done.

If you're a non-min-max character at a min-max table, you might as well bring needlepoint because you're not needed at their table. Often, in fact, one overpowered character (*cough* GUNSLINGER *cough*) can relegate an entire party to "also-ran" status. I've seen it multiple times.


Not a rules lawyer, typically, so this is a serious question, because I don't know the rules for invisibility.

Is a creature that is invisible also "out of sight" by RAW definition? (I don't know, and can't look it up where I am.) If you can make a melee attack against an invisible creature in the square next to you, how is that technically allowed by rule? (I know, concealment check; but how do you swing at something that's not in line of sight? Same thing should apply both ways with regard to a target in an invisible square (that can be seen).

With regard to total concealment, sort of the same thing. Just because you're in a square that offers total concealment does not necessarily mean you are totally concealed (at least I don't think it does; that becomes part of the question). Normally to be concealed you have to make an opposed stealth check (versus perceiver's rolled perception).


This is exactly what my Character Creation web page says:
Players will purchase ability scores using the Epic Fantasy Campaign Type (page 16 of CRB) with the following limitation. PCs may only decrease one stat, and to no more than 8 prior to any racial adjustments. Remember that you are epic in every way compared to the humans around Kyonin.

If they don't like it, they can go play somewhere else. That is specifically why I make this rule - to ensure I have players who don't want to Min-Max.


zefig wrote:
Well, normal wolf animal companions progress to large at 7th level, which pretty much sounds like Dire wolf territory. If you'd like a worg thigh, you're in luck but it may take an additional purchase. Combat of the Inner Sea has the pfs-legal feat Monstrous Mount in it, which opens up a few new magical beasts as companions for rangers, Cavaliers, and paladins. Worg is one of them, and can unlock its fearsome howl with an additional feat.

Good to know. Glad I opened the thread!


Bump! One-time only. Get your opinions in while the thread is ice cold!


Bump! One-time only, get it while it's 1-degree above absolute zero!


Inner Sea World Guide River Kingdoms Map:

What are the red lines?
The key doesn't say (at least in my hard copy).
At first one considers that they are boundaries of the various kingdoms.
But that doesn't make sense because when you consider cities on the map, and the River Kingdoms companion book, several cities listed as belonging to Daggermark are within the red lines of Tymon (if they were borders).

Are they roads or river trade routes (as some are along obvious river routes)?

I'm totally confused by the red lines.


My PFS Gnome is level 2, and has a smidgeon over 2,000 gp accumulated.
He's a really fun character to roleplay, and now that I have his personality developed a bit, I intend to play him more.

He has pretty 'normal' Oracle of Flame (Pyromaniac gnome) stats, something like: 9/12/14/14/10/18 (or something - I don't have him right in front of me, but the stats aren't unusual).

He has a buckler shield, an armored coat, a longspear and a light crossbow, plus a wand of Cure Light Wounds with 50 charges.

Since I am a tank-oriented player, this Oracle of Flame (Pyro) is very unusual for me, and I'm not really sure what the priorities for gear acquisition should be. Any advice would be appreciated.

And as a more specific question: What scrolls and/or potions does this character want to acquire as he 'grows up' for emergency situations? I know that for PFS, one-shot items can be bad ideas, but once in a while they can save your life.


Nefreet wrote:
Since you already seem to be dead set on your answer, why did you decide to create this thread?

I enjoy the stubborn who refuse to listen to answers that disagree with the opinion in their own mind. But you already beat me to the cudgel.

In effect, a fighter has a "feat-like ability" by which he acquires his armor proficiency. Indeed, all first-level characters with any proficiency in a weapon or armor has such.

No where in the CRB does it say that characters get the armor proficiency feats. It merely says that they start with a proficiency, which is not the same thing as a feat.

Do you assume that monks are given the Exotic Weapon Proficiency for each exotic weapon allowed by class? If so, this is an assumption on your part, and the community is gently trying to steer you away from assuming that proficiency can only be conveyed to a character via Feat. This is a mistaken assumption.


Cainus wrote:

This came up in my game last night, can you take a 5' step while flying?

I don't think so because moving half you movement or less requires a DC 10 Fly check, and any kind of movement that requires a check shouldn't be free.

Thoughts?

I'm not an advanced enough player to know any of the rules for flying.

However, I play a ton of games, so here is how I see it:

Why would you NOT be able to take a 5-foot 'step' when flying ?
The only exception to the rule that I have seen is if you are prone.
By my understanding of Pathfinder rules, then, since Flying is specifically not given any exception from the 5-foot rule step, you can 5-foot step.

Further discussion:
You said "Any kind of movement that requires a check shouldn't be free."
Why? Is that a rule I'm not aware of, or a precedent of a pseudo-rule that is often enacted? If it isn't something that's a guiding rule principal, than it's (no offense) opinion. A GM can certainly use opinion to inform his campaign (and should do so), but it helps to tell your players that this is an interpretation for dramatic effect, and not a rule per se.


Wrong thread?
Begging your pardon if I'm asking something that is advocating illegal action. I was lead to believe it is not illegal (and am still under that impression).


Hi everyone.
I am an owner of the hard-cover of the Inner Sea World Guide, but not the PDF.

I am going to start a campaign in 4650 or so, and it will feature the geography between Kyonin & Galt, Andoran & River Kingdoms (/Razmiran). The issue is that Razmiran did not yet exist then, but was a series of River Kingdom domains.

So as I design maps, particularly maps for the web page that everyone will access for background data, I want to have a map of the region that does not have "Razmiran" and its boundaries.

I have heard that the PDF files can be edited (by what program I'm not sure) so that you can filter out layers, and that borders and titles are one layer.

So I'm thinking of buying a PDF file. But I have a few questions:
1) Is it true I can get a map of a paizo PDF edited so that borders are not present? 1b) What about city names?
2) What 3rd party editing program could achieve these results?
3) Would it be a better idea, given the goals, to buy the Inner Sea World Guide PDF, or the large-poster Golarion World Map PDF?

Thanks for any advice

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