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Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber. *** Pathfinder Society GM. 46 posts (47 including aliases). No reviews. No lists. No wishlists. 32 Organized Play characters.


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Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber

Dear Customer Service Representative,

I placed my order the first day that I noticed I could start this subscription with the Pathfinder Society Guide since I already owned the rest of the line. That was on October 17th 2020. Since then, this book has yet to be shipped. My local game store has several copies on hand right now. I have emailed you twice regarding this order inquiring on the status of this product. I would like, at a minimum, the digital copy be made available immediately. It would be great if the physical copy would be shipped sooner rather than later and if there is an availability issue, allow me to simply purchase it from my local game store and still get the digital copy for free. I'd be happy to provide any proof of purchase that may be required to accommodate this.

The main reason this is so important to me is because I am the only one in the area trying to promote 2E. All of the local Venture Officers refuse to run 2E claiming that they don't know the system and/or want to complete all of the 1E scenarios first. This is fine. I don't want to force anyone to play a game they don't want to play. I also understand that this book is not required to run 2E Society games. But I'm sure between the faction descriptions and backgrounds as well as the faction items, this book will go a long way in helping me create interest in this entire system. Help me, help you.

Thanks

James


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So am I the only one that got the Lost Omens subscription and is still waiting on this book to even ship? I've contacted customer service twice now (once in November and once in December) and still haven't received a reply. I hate putting stuff like this here but I want to know if it is just me or if there is a supply issue with this product.

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Gary Bush wrote:

Are you talking about boons earn as a GM? Because boons earned as a player is already up.

The GM part is still being worked out.

So I take it by this comment that Paizo is aware that if you GM a scenario the system will not allow you to "purchase" the boon for it yet. It is my hopes that this gets addressed so that the characters I have (all 6 of them) with GM credit can actually earn some of the boons that they otherwise wouldn't have access to anymore since only one copy of each chronicle is allowed to be earned on any one character regardless of played vs GMed or it being repeatable.


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I'm a bit disappointed that I am not able to get this as the start to the Lost Omens subscription. Is there a reason why you haven't updated the subscription to start with this product. I already own the two products that the subscription says I have to start with and I don't want to buy them twice.

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So what kind of Stats (mainly HP and Reflex save) should Jaldan have? Encounter A she is supposed to run up to the fire and put out 1 square per round. But the fire also deals 1d6 fire with a basic reflex save to anyone adjacent at the end of their turn. Or should I simply assume she has high enough save and HP to survive the 10 round max of her taking this damage?


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Terevalis Unctio of House Mysti wrote:
How difficult would this be to run in an online game?

In my experience, the only difficulty in running any scenario online is getting the maps for the online platform you're using. Actually running it is really no different than running in person.


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A Spooky adventure just in time for Halloween. I like it.


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Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber

I'm excited for this one. Also looking forward to starting my subscription to the Lost Omens line once the option to start with this product is available. I already own all the previous books.

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Thanks Eric for the detailed description. Unfortunately I could not find anything wrong on my end and refreshing did not help. I have just sent an email to pfsreportingerrors to assist with this issue. If you want, I can let you know what they return with.

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I am glad to see that a count has now been generated for tracking table credits so GMs can officially earn glyphs. Unfortunately, it doesn't seem like it is counting everything. Is this a glitch or is the tracking of table credits limited to certain games and/or games ran after a certain date. I've run over 20 games now (I think 23 but will have to check) and currently the system is only showing 10. Please let me know if there is something I need to do to fix this or if there is a restriction on what qualifies as table credit.

Thanks


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JLevesque wrote:
Levels 3 are not present in the file.

I second this. It looks like they were maybe removed when the APG pregens were added. Could this be fixed please.


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I was hoping to get an official ruling on this. I have discussed this with many people on Facebook and it seems we are all conflicted.

Light Step - You aren't bothered by tricky footing. When you Stride or Step, you can ignore difficult terrain.

Tumble Through - (single action) (Move) You Stride up to your speed. During this movement, you can try to move through the space of one enemy. Attempt an Acrobatics check against the enemy's Reflex DC as soon as you try to enter its space. You can Tumble Through using Climb, Fly, Swim, or another action instead of Stride in the appropriate environment.

If you have the Rogue feat Light Step, and you are on the ground performing a stride instead of another action during an attempt to Tumble Through, does it apply when performing a Tumble Through or other action who's subordinate action is a Stride or Step? Or is it like the Quickened condition that limits you to specific actions and not actions or activities with that action as a subordinate action?

Thank you in advance


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I just got this at my local game store. I haven't started reading it yet and was wondering if there were any projections as to when the society play chronicle sheet would be available for this. Right now the guys I've been running society for aren't yet level 5 so no rush, but it would be nice to have an idea. Thanks in advance.


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demlin wrote:
Do these cards include the current Errata? There is a new Alchemist’s Lab item and quite some changes regarding bulk values.

I just compared my cards to the Errata. Yes the changes are included. That said, I'm going to hold out judgment on I'd the Minor Elixir of Life has a typo until the Errata Paizo is currently working on is released. They may be changing it from 1d6 to 1d8. We can only wait and see. But until we hear from Paizo, I'm going to continue to enforce the books description of 1d6 in the games I run.

***

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So, help me if someone already asked this and I just missed it but, rewards for this adventure. In the initial Briefing, the Venture-Captain tells you that there will be a bonus if you win the race. But I couldn't find what that bonus was. Is it stated somewhere and I missed it or is there another post somewhere that references this? I know they get the boon if they win, but to me, it sounded like there would be a monetary reward for winning as well.

Thanks


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So how would the dieing rules interact with the disease?

Normally when you reach 0 HP from lethal damage you gain the dieing 1 condition. On your turn if no one heals or stabilizes you, you make a recovery check.

Can the recovery check ever succeed? If you can't heal the damage caused by the curse, does that also include the dieing condition?

If you can removing the dieing condition to gain the wounded condition, does that ever go away from a treat wounds? It wouldn't from being at full HP since you could never get to full HP while still cursed.


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Goldryno wrote:
jakjr15 wrote:

In the description of the affliction Mummy Rot, it states that the damage from mummy rot can't be healed until the curse is removed.

Does this mean that after you fail the initial save from the mummy rot affliction, does succeeding the next save not remove the curse and disease (leaving you at stage 1) or are you then recovered from the affliction (going to stage 0). I know making the save will not heal any of the damage you recieved from being at stage 2 and that the damage caused by the affliction can not be healed while you still have Stage 1 or 2.

Yes I believe failing the initial save means that the next save will not be capable of removing the curse. Also that stage 1 duration is only a minute long so you gotta be fast when counteracting to have a hope of avoiding that stage 2 damage.

My interpretation of this then is if you fail your initial save, you will have to make a save every minute until you fail going to Stage 2 or someone counteracts the curse. If at any point you fail one of those saves (which statistically you will even if a nat 1 is the only possible way to fail) you will take the listed damage each day until dead or cured (whichever comes first).

If someone is able to succeed at counteracting the curse, how long does that last? Until the next failed save, for a single save, or 24hrs?


Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber

In the description of the affliction Mummy Rot, it states that the damage from mummy rot can't be healed until the curse is removed.

Does this mean that after you fail the initial save from the mummy rot affliction, does succeeding the next save not remove the curse and disease (leaving you at stage 1) or are you then recovered from the affliction (going to stage 0). I know making the save will not heal any of the damage you recieved from being at stage 2 and that the damage caused by the affliction can not be healed while you still have Stage 1 or 2.


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My question on the Alchemist ability Quick Alchemy comes from the stream that was posted right after Gencon. In the CRB this action is listed as a single action but on the Alchemist character sheet from the Character Sheet Pack it is shown to be a free action.

Some of the inconsistencies between these two sources were highlighted in that stream where it was stated that the character sheets were correct and the errors were discovered after the CRB went to print. Unfortunately, the semi recently released errata to the CRB did not mention this as a correction. So I would like to know, which is correct? Is Quick Alchemy supposed to be a free action (like the character sheet shows) or a single action (as shown in the CRB)? This matters heavily due to a lot of the Alchemist's feats relying on the use of Quick Alchemy.

Thanks in advance


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I agree with the comment that the Alchemist's Bombs don't deal as much damage as even cantrips can. But it is my opinion that Paizo did not intend for the Alchemist to be a damage dealing class. They are designed to be a support/debuff class. The best bomber would be one that focuses on the Debilitating Bomb feat chain. Yes, I know that you can't even start that until 6th level but you still have bombs that inflict penalties and conditions starting at first level.

The other two Alchemists I haven't really spent a lot of time trying to build so I'm not sure what their strengths and weaknesses are. I do agree that the Mutagenists isn't the best suited character for melee combat, but I haven't taken a look at what the various mutagens even grant you.

I wouldn't complain if Paizo made a few tweeks to the class, but I don't feel as if it is so bad that no one should ever play it like one of my friends does. Of course, he is a power gamer focused on combat only so I would agree that the class is not suited for that role. But not all classes need to be suited to fit that role either.


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In the item description it states that it creates a screen of thick opaque smoke granting the concealed condition to and from those inside.

Opaque means non transparent which to me implies you can't see threw it.

My questions are...
1. Can you see someone through it if you're not adjacent to them?

2. Does concealment stop precision damage without a feat or other ability to negate the condition?

***

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Janice Piette wrote:

Thanks for volunteering to GM.

For 2E, we don’t know how many tables of credit the quests or modules might or might not be toward your new “Glyphs,” there is no overall 2E table count being displayed anywhere in your My Organized Play section, and no Glyphs being shown in posts. Currently, we have not been told a timeline for any of these things to happen.

At least in my area, we are working on the Trust system. If you run a table and say you’ve earned a Glyph by GMing 10 tables, we simply believe you.

Thanks. I was hoping for something official but I'm still optimistic that it will come by Gencon so I don't have to rely on the GM honoring the honor system. Although as far as I know, it only gives you hero points to distribute so I don't see why anyone wouldn't trust you.

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I did some searching and could not find any post about this so far so if there is please point me in the right direction. I have ran and reported 13 games to include 4 quests and 9 scenarios. When I check my "Records" the games show up on my characters but there is no GM credit count that I can find. I would have assumed that it would be next to the 1E GM table credit count bu it is not. If it is somewhere else, please let me know. If it doesn't exist, please let me know when it will be updated to exist. My personal goal is to reach 30 table credits before GenCon 2020 so I can provide my tables I play at with 2 hero points (1 for each of the 2 lowest level players).

Thanks


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I'm more interested in cards of the alchemical items, talismans, and potions than most of the other adventuring gear. Although kits and tools would be nice also.


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Kyrone wrote:

I think that no, you use the damage modifier of the form.

Using the Dragon Form as an example.

"One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can use. You're trained with them. Your attack modifier is +22, and your damage bonus is +6. These attacks are Strength based (for the purpose of the enfeebled condition, for example). If your unarmed attack modifier is higher, you can use it instead. See below for more on these attacks."

As you stated, the spell description lists a damage bonus and not a strength modifier. On pages 450 and 451 of the 2E Core Rule Book, it describes how to calculate damage.

"Melee damage roll = damage die of weapon or unarmed attack + Strength modifier + bonuses + penalties"

This tells me a jaws attack of a Black Dragon while in Dragon form will do 2d12 + Str + 6 piercing and 2d6 acid. Assuming a Strength of 18, the average damage would be 23 Piercing and 7 Acid for a total of 30 damage per strike. At level 11 (minimum level required to cast this spell) this is probably on par with a Dragon Instinct Barbarian with a Strength of 20 wielding a +2 Striking Greataxe (level 10 item) with a Corrosive property rune (level 8 item) dealing 2d12 + 5 STR + 8 Rage bonus + 2 item bonus + 2 Weapon Specialization + 1d6 acid for an average total of 33. But the Barbarian can do this every round of every combat where a caster can only become a dragon 2 times a day at this level. By level 12 a Wild Druid can do this each combat (granted he is able to refocus between combats) but the Barbarian would be able to increase his weapon to a +2 Greater Striking Greataxe (level 12 item) gaining another 1d12 for a total average of 39 as well as being able to grow wings to fly along side the Druid. Seems balanced to me.

Yes the Barbarian has to invest money in his weapon but do you really think a melee class of any type wouldn't do that?

***

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I was not able to locate the guide for the new season. One of my GM's at Gencon said that it was posted on the website but not available as a PDF but I am not able to locate it. Please help.


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NorthernDruid wrote:
jakjr15 wrote:

So please help me. I'm not following what seems to be the main point the keeps being brought up here. Why is it that having an ability that grants you a reaction automatically make it so you are a passive tank who sits there and waits for his trigger? Every character gets three actions and one reaction per round. So if I have a class ability that grants me a reaction, cool. I can use my one reaction per round. But that doesn't stop me from using my three regular actions during my turn to charge into the fight and start pounding someones face in. I see the two as two completely different things. Now if you have nothing but reactions granted by the class and no special actions then I could see the issue.

That being said I am not married to the idea of the Paladin gaining abilities according to his alignment. I would personally much rather see it be a special martial ability granted by your Deity. But that might just be me.

If you want to see a full description of my idea for the paladin, go to the thread...

https://paizo.com/threads/rzs42cwu?16-Paladin-Change-is-a-good-start

The short answer is that the Paladin has no core offensive ability against non-undeads, and has a core ability that is dead in a duel with an Evil Dark Lord (such as an antipaladin).

In some more depth;

You can get abilities that help your offense at higher levels, if you specialize correctly. The main one (Smite Evil) is quite high level since many campaigns don't last that long, or don't last much further.

Retributive Strike is a good option, much the same as Attack of Opportunity (except AoO still works when you're alone). But fails to help the Paladin actually be a tank, it just artificially helps them conserve aggro/threat in a kinda MMO-ish way. It's an ability that works best from the backline with a reach weapon, which goes very much against the idea of the champion of good who rushes in before anyone to face down the forces of evil.

All these ally focused reactions also...

Thanks for responding to my question. Even though I do not fully agree with this stance, I do fully understand where you are coming from. Yes a Divine Tank should have some ability or option to take abilities that grant them special offensive powers that don't rely on having allies in the fight, having abilities to help them assist their allies as an option is always a good thing for a Divine Fighter, especially if it is worded in such a way that allows it to trigger to protect NPCs and non-combatants as well as allies.


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Mark Seifter wrote:

It's restricted to good...for now. ;)

We worded it in such a way to easily expand to more alignments, but pagecountwise that won't all fit, for now.

Thanks for reviewing my comment and responding. I'm glad to hear that expanding to all alignments is a potential intent.


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So please help me. I'm not following what seems to be the main point the keeps being brought up here. Why is it that having an ability that grants you a reaction automatically make it so you are a passive tank who sits there and waits for his trigger? Every character gets three actions and one reaction per round. So if I have a class ability that grants me a reaction, cool. I can use my one reaction per round. But that doesn't stop me from using my three regular actions during my turn to charge into the fight and start pounding someones face in. I see the two as two completely different things. Now if you have nothing but reactions granted by the class and no special actions then I could see the issue.

That being said I am not married to the idea of the Paladin gaining abilities according to his alignment. I would personally much rather see it be a special martial ability granted by your Deity. But that might just be me.

If you want to see a full description of my idea for the paladin, go to the thread...

https://paizo.com/threads/rzs42cwu?16-Paladin-Change-is-a-good-start


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I started a thread similar to this but I can also make my comments here. I like the idea of opening the Paladin to every alignment. I'm not married to the idea that each alignment of a paladin should have a special ability but I do feel that if they don't go that way, they should tie a special ability to the Paladins chosen Deity. The biggest difference I see between the Cleric and Paladin is the Cleric is the Wise caster and the Paladin is the strong enforcer. Let the Cleric carry the burden of praying and casting while the Paladins throw down with Divine Might to eliminate all that oppose their divine beliefs. If you want to see exactly what I wrote about this, please visit the thread

https://paizo.com/threads/rzs42cwu?16-Paladin-Change-is-a-good-start


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Draco18s wrote:
jakjr15 wrote:
Actually, instead of changing all heal to a d6, maybe just making the burst effect of the Heal spell d6s instead of simply reducing the number of dice. This would nerf the spell without making it pointless to use.

This would actually be a buff.

11d8 ~= 50 healing
6d8 ~= 27 healing (aoe)

11d6 ~= 39 healing (aoe)

I probably didn't describe this well enough but what I was intending by this was to change the burst from 6d8 to 6d6 not 11d6. My reasoning is...

11d8 ~= 50 healing or damage to a single target
5d6 ~= 18 healing and/or damage to up to 121 targets (but likely a max of 20)

The burst is still very powerful. These numbers is what I calculate for a 11th level cleric capable of casting a 6th level heal spell to be able to heal without any bonuses from stat or feats. Even though 18 healing is a lot lower than 50, if you are able to affect 4 targets, that's already 72 vs 50. I like that math.

Currently the burst would be...

5d8 ~= 23 healing and/or damage to multiple targets


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Actually, instead of changing all heal to a d6, maybe just making the burst effect of the Heal spell d6s instead of simply reducing the number of dice. This would nerf the spell without making it pointless to use.


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I'm sorry for not reading every comment on here before making my reply so if this has already been said, please forgive me. As far as reducing the number of channels the cleric has by taking away the base 3 I agree really hurts the cleric especially the dwarven cleric. My proposal to remedy this is to either change the key/casting stat from Wisdom to Charisma (although for most ideals of a cleric this would not work) or change the stat that grants channeling to Wisdom. I think this would be a better balance than reducing Heals to a d6 as mentioned and discussed above. The shear number of hit points each character has and the amount of damage that can be dished out in a round almost requires the d8 to even justify having a way to heal during combat.


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I've always seen the Paladin class as the Divine Enforcer if you will. The Knight who went out and enforced the laws and righted wrongs in the name of his God. The biggest downfall to this idea is the fact that a Paladin always had to be Lawful Good. So does that mean that only Lawful Good deities (or one step away) can have an Enforcer running around the world.

In the latest Errata they introduced the idea that a Paladin could be of other Alignments but they still restricted it to Lawful. I would like to see this taken one step further. Lets open the class up to all alignments and Deities. This way each Deity is on an "equal playing field" in the world.

Mechanically some things would have to change. I get that. My proposal to this is one of two options.

Option 1: Build upon what has been introduced in Errata 1.6. Give an ability tied to each and every Alignment. This can be done either by allowing the player to choose between the ability of the Law vs Chaos or the Good vs Evil side. This would reduce the number of possible powers to choose from to 5 (Law, Chaos, Good, Evil, and Neutral). Or you can create 9 different abilities that correspond to the strict alignment the character chooses. This would be more work for the developers and give the player less options even though 9 is more than 5. The ability to choose the option you want with the alignment or deity you want would be reduced I think.

Option 2: Create a Deity Specific power that is granted to all Paladins on that Deity. This power should be similar to the martial powers introduced in Errata 1.6 but be designed to follow one or more of the aspects of the Deity it belongs too. Of course this could also be done by listing Martial Powers for every Domain that way if a Cleric takes Paladin Dedication or a Paladin takes Cleric Dedication, their Deity and Domain are already selected and they gain both the Spell casting powers and martial power of that selection.

I would love to see what other people think about this idea. And if you do like one of these options (even though I guess there are technically 4 options there) please let me know which one. I'm hoping this post will help the developers progress in what appears to be a fluid concept with this class.


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Both of these refer to a DC that is made up by the GM. Since both of these are key to how an encounter will play out, I feel the DC should be listed in the monsters stat block. This will make it more consistent and easier to run. Also, if you succeed at a Recall Knowledge check, how much information are you supposed to get. This was something that came up in several playtest games that I have been a part of so far.


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I know this is probably just me but I feel that a Cleric of Torag should have access to the Protection spell since Torag is all about protection. Giving them access to the Alarm spell (which is already available to them) is a waste.

I haven't taken a look at all of the spells various deities grant but I would suspect that this is not the only example of something that doesn't align well.


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The main thing I do not like about AoOs is the fact that you never know if the enemy is able to take one or not. I'm a fan of all or none.

As far as what Kune pointed out with Delay, at first glance I was not a fan. However, the more I think about it, the more it makes sense. Since you are being taken out of initiate, it is just like if you had not acted at all in combat. In this case, you generally don't get to take reactions anyways.


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My take on this is since in the FAQ they have stated that certain bombs that don't specifically state they do damage, do in fact deal the same damage that a standard bomb deals, you should look at why these do and see if that applies to the bomb in question. The list in the FAQ gives bombs all with similar descriptions; A x bomb has x effect on detonation. A grease bomb also has this same wording but the Tanglefoot Bomb does not. A Tanglefoot Bomb says on a direct hit... This leads me to believe that Tanglefoot Bombs do not deal damage but Grease Bombs, Smoke Bombs, ect all do.

My $0.02


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I still have a question about Alchemist Bomb saves. I know and understand that the damage done by bombs that deal damage can only be saved against by those who receive splash damage and not the person who got hit. This save DC is 10 + 1/2 alc level + int.

What about the save DC on the spell effects of some bomb discoveries? I would think one of two options exist. Either the DC is equal to the Bomb DC, or the DC is equal to the DC of that same spell if it was cast (ie 10+ spell level + int).

Also, what about SR? If the spell effect the discovery grants says that SR effects the spell, does it affect the bombs effect? If so, would you use the Alchemist level to make the SR check or min level for the spell effect?

Thanks


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Bandolier (UE)

This leather belt is worn over one shoulder and runs diagonally across the chest and back. It has small loops or pouches for holding eight objects the size of a flask or small dagger. You can use the "retrieve a stored item" action to take an item from a bandolier. You can wear up to two bandoliers at the same time (any more than this and they get in each other's way and restrict your movement).

From the description given in the UE for a Bandolier, you can not draw and drink a potion from it as a single standard action. You will have to perform a "retrieve a stored item" action (move action that provokes an attack of opportunity) then a standard action to drink (which also provokes an attack of opportunity. The only advantage I see from buying and using one of these is that you can drop your backpack to reduce your encumberance at the beginning of combat and still have access to the items in your bandolier. If your strength score is high enough that this doesn't matter to you, then it would only be a flavor item.

Please correct me if I failed to see something here since I have a newly created Drunken Brute that wears two Bandoliers full of potions and flasks of ale.


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makes sense. Thanks


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The RAW on this states...

Once per day as an immediate action when the rogue is hit, the rogue can create a single shadow duplicate of herself, as per mirror image. The GM randomly determines whether the attack hit the rogue or the shadow duplicate. The shadow duplicate lasts for a number of rounds equal to the rogue’s level, or until the shadow duplicate is dispelled or destroyed. This ability does not stack with the mirror image spell. The caster level for this ability is equal to the rogue’s level. A rogue can use this ability one additional time per day for every 5 rogue levels she has.

To me this is a little confusing. At first I assumed that you get only one image from each use of this ability. It states that the rogue gains a single shadow duplicate as per mirror image. But then it continues to say the duration of the ability is rounds per level which is less than mirror image. It also then states the caster level of this ability is equal to the rogue's level. Since the only thing that is effected by the caster level for the spell mirror image is the number of images and duration of the spell, why is this mentioned if both of these items are already outlined above. The only thing I can think of it that you get more than one image. But then why does it say a single shadow duplicate. It's so confusing. Please help me understand. Thanks


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I agree with Belefauntes in that a Bolas should be able to make ranged grapple checks as well as ranged trips. I disagree with the required actions to remove the condition. I feel that it should be more along the lines of the Dirty Trick combat maneuver.

Bolas Trip: You can attempt a ranged trip combat maneuver to knock your opponent prone. If you exceed the targets CMD by 5 or more, the target also gains the entangled condition. This condition lasts for 1 round for every 5 your trip attempt exceeded the targets CMD. The target may take a standard action to remove this condition. If the target is 2 size categories larger than you or more, it can't become entangled with this attack. If the target is 3 size categories larger than you or more, this attempt automatically fails. You may not attempt a melee trip attempt with a Bolas.

Bolas Grapple: You can attempt a ranged grapple combat maneuver. If successful the target receives the entangled condition instead of the grappled condition. This condition last for 1 round plus 1 round for every 5 you exceed the targets CMD. The target may take a standard action to remove this condition. If the target is 2 size categories larger than you or more, this attempt automatically fails. You may not attempt a melee grapple attempt with a Bolas.

Keep in mind that these rules should only be used in home games and not for PFS.


Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber

Thanks for the information. I think after reading everyone's reply I will just ignore that particular paragraph in the CRB. Bestiary stats and descriptions will be all I use when determining the abilities of my monsters and use the CRB to determine how things not described in the Bestiary work.


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Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber

Sorry if this has been answered already but I was unable to find it here.

According to the Core rule book on page 564, "Ethereal creatures (such as ghosts from the Pathfinder RPG Bestiary) are invisible. Since ethereal creatures are not materially present, Perception checks, scent, Blind-Fight, and blindsight don't help locate them. Incorporeal creatures are often invisible. Scent, Blind-Fight, and blindsight don't help creatures find or attack invisible, incorporeal creatures, but Perception checks can help."

However, pages 144-145 of the Bestiary is the entry for a ghost which doesn't mention anything about it being ethereal or invisible. None of the other incorporeal creatures mention invisibility either. On page 312 of the Bestiary, it has a brief description of the subtype Incorporeal which also doesn't mention invisibility. It only mentions how to damage it. So I looked at page 301 of the Bestiary where it describes the ability Incorporeal and again there is no mention of it being, or having the ability to become, invisible.

So I guess my real question is, is the Core rule book wrong, or was there just an oversight when printing the Bestiary? If neither of these are the case, please help me understand what is going on with this. I am trying to become a better GM and understanding in-depth rulings like this will go a long way I think.

Thanks


Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber

I like the suggestions here. I have a lvl 5 cleric of Urgathoa in PFS that I have been building up to be a minionmancer. This has given me a better way to interact with Paladins who have issues with my animating dead. The only thing I can add is to check out the variant channeling. I selected the variant of disease for my cleric. This allows me to sicken all living creatures who fail their saves (Urgathoa's test of the weak), and heal ability damage to undead (Urgathoa's will to embrace the undead). And with death's kiss, I can enable myself to use my variant channels to heal hit point damage and stat damage to the rest of the party if I so desire. This ability can help when you need to be diplomatic towards your lawful good allies who have issues with your action yet need more than just hit point damage to be cured.

"Urgathoa only allows me to cure those who do not violate the sacredness of the undead by returning them to death. The undead state is that beyond life, to which all living creatures should aspire to achieve," Judera al-Abdariyya (my Cleric of Urgathoa).

Classes/Levels

init:0 perp:+9 hp: 83/83 dr 3; 17\18 rounds of rage ac16 cmd 20 saves fort: +10 reflex +3 will +3 reroll 1\1.

Gender

0

About Blanmieux

Last update: 28 july 2017 (At the end of 8-00)

43907-5
fame 31.
prestige 19.
xP:17
Gold:1508

Buff (Last update): None

Debuff: None

Statistics:
Male Human Unchaîned barbarian (invulnerable rager) 6
N Medium Humanoid (Human)
Init +0; Senses Perception +9
------------------------------
DEFENSE Dr 3/- resist cold 2 Ignore 3 point of ability penality or damage and 1 negative energy when raging.
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AC 16, touch 10, flat-footed 16 (+0 armor, +0 dex, +0 shield)
hp 83 damage reduction:3; Cold 2
Fort +11, Ref +4, Will +4 ; +1 will to illusion, +2 curse
------------------------------
OFFENSE [ooc]if attacked +1 to damage to the attacker)
------------------------------
Speed 40 ft. 30 with armor

Melee
+1 adamantine scythe +11 (2d4 +7) x4 (rage +11 (2d4 + 9)
Max damage (pw) +7 (2d4+13) x4 (rage +powerful stance+vengeful +18
Cold iron lance masterwork +11 (1d10 +6/ x3)
alchemical silver Earthbreaker + 11 (2d6+6/x3)
Masterwork Cold Iron Sarrisa +11 (1d8+6/x3)Source Giant Hunter's Handbook pg. 24
sap
+10 (1d6+4)

Ranged
1 hand axe
1 light hammer
2 Alchemical silver light hammer
1 long bow
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STATISTICS
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Str 19, Dex 10, Con 18, Int 10, Wis 10, Cha 10
Base Atk +4; CMB +4; CMD 18
Traits
Vengeful +1 to damage if hit.
librarian
Feats
Power attack
toughness
Additionnal rage power
Additionnal rage power
Skills (25 points; 20 class, 0 INT, 5 race)
(1) acrobaties +4
(2)bluff +2
(3)diplomacy +3
(1) knowledge nature +4
(1)knowledge religion +1
(1) knowledge history+2
(3) climb + 10
(1) intimidation + 4
(4) swim +11
(6 ) percepetion + 9
(6) Profession librarian + 9
(1) survival + 4
ACP -0

*ACP applies to these skills
Non-Standard Skill Bonuses

Languages Common, Hallit

Special Abilities:

------------------------------
SPECIAL ABILITIES
------------------------------

Unchaîned barbarian

All of the following are class features of the barbarian.
Weapon and Armor Proficiency
A barbarian is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).
Fast Movement (Ex)
A barbarian's base speed is faster than the norm for her race by 10 feet. This benefit applies only when she is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian's speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian's base speed.
Rage (Ex)
A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. At 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. For each level after 1st she possesses, the barbarian can rage for 2 additional rounds per day. Temporary increases to Constitution, such as that gained from bear's endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter a rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours need not be consecutive.
While in a rage, a barbarian gains a +2 bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saving throws. In addition, she takes a –2 penalty to Armor Class. She also gains 2 temporary hit points per Hit Die. These temporary hit points are lost first when a character takes damage, disappear when the rage ends, and are not replenished if the barbarian enters a rage again within 1 minute of her previous rage. While in a rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skill (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration (such as spellcasting).
A barbarian can end her rage as a free action, and is fatigued for 1 minute after a rage ends. A barbarian can't enter a new rage while fatigued or exhausted, but can otherwise enter a rage multiple times per day. If a barbarian falls unconscious, her rage immediately ends.
Superstition (Ex): The barbarian gains a +2 competence bonus on saving throws made to resist spells and spell-like abilities. This bonus increases by 1 for every 4 levels the barbarian has. The barbarian cannot be the willing target of any spell and must attempt saving throws to resist all spells, even those cast by allies.

Reckless Stance (Ex): The barbarian can attack with abandon at the expense of her defense. She gains a +1 bonus on attack rolls, but takes a –1 penalty to AC. This bonus and penalty increase by 1 at 4th level and every 4 levels thereafter. This is a stance rage power.

Inspire Ferocity (Ex) (Pathfinder Unchained pg. 11 (Amazon)): While in the reckless stance, the barbarian imparts the stance’s bonus and penalty to all willing allies within 30 feet of her. A barbarian must have the reckless stance rage power to select this rage power.

Powerful Stance (Ex): The barbarian can focus her ferocity. She gains a +1 bonus on melee damage rolls and thrown weapon damage rolls. This bonus increases by 1 for every 4 levels the barbarian has. This is a stance rage power.

PFS Legal Renewed Vitality (Ex) (Pathfinder Unchained pg. 12 (Amazon)): The barbarian ignores the effect of 1 point of ability penalty or ability damage per 2 levels she has (maximum 10). At 6th level, the barbarian can also ignore 1 negative level per 4 levels she has. She takes the full effects of the ability penalties, ability damage, or negative levels once her rage ends.

Unvulnerable barbarian. 1/2dr/ by level and 1 cold each three level.

Gear/Possessions:

------------------------------
GEAR/POSSESSIONS
------------------------------

crowbar
sledge
portabole ram
sifflet
shovel
acid x3
antiplague x2
anti toxin x2 (one used)
wayfinder
alchemist fire x2
alchemical grease (4/4)
ioun touch
swarmbane clasp
wand of cure light wound (13/50)
wand of cure light wound (20/50)
Wand of infernal healing 2pp (46/50)
Cap of human disguise
pathfinder pouch http://www.archivesofnethys.com/MagicWondrousDisplay.aspx?FinalName=Pathfin der%20Pouch
bookmark of deception (upstanding archivist boon; reduced price)
Scroll of darkvision
scroll of enlarge person
potion of enlarge person (2/2)
potion of cure light wound.
Potion of Daylight 2pp
Boot of the cat
potion of fly 2pp.
Cold iron Sarisa
cloak of resistance +2
Carrying Capacity
Light 0-33 lb. Medium 34-67 lb. Heavy 68-100 lb.
Current Load Carried 0 lb.

adventure done and boon:

The dragon demand (1)
The night march of kalkamedes (boon gift of the ghaele)
Emerald spire : the tower ruin (boon Goblin bane)
The palid plague (exemplar of falcon hallow, hero of the fey)
Scions of the skykey part 1
The marchand wake
The overflow archive (Darklands study, up standing archivist
Out of Anarchy (Master of secret)
Siege of serpent (gm star used Combat and resilience)
You have what you hold (scarsny)
Faithless and forgotten part 1 (Ally of the green)
Faith and the faithless part 2 (Archaeological expert, imperium initiate)
Faith and the faithless part 3 (Delvehaven star, Eye for traitor)
The sky key solution (Aslanti Wonder, Champion of time :Defender of time, Timelost chronicler.)
The cosmic captive (Ranglinori's Dept 2/2; elemental conquest.)

non faction boon.
Arminer

Faction card
Hex adept +2
Archivist (language

Appearance and Personality: