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Threads
If we are going to talk about booting players for being evil there needs to be some sort of standards for how far down the path of evil an individual act will take a character. Otherwise we'll have some GMs booting players for killing a single prisonoer, while others will require a far more rigorous test (for example firebombing multiple orphanages). In the interest of fairness and standardization I propose we use this thread to establish an evil-meter or evilometer, which can be used to measure how bad character's are. When a character reaches 100 evil points he is irrevocably evil and must be booted from the game. Points - Act
Graces - These acts subtract from your total evil score. It is possible (but unlikely for a pathfinder) to have a negative evil score.
This is obviously unofficial, but I suggest (if people insist on keeping score) we all subscribe to the same standards so players know what to expect going into the game. FAQs are now a bit more find-able Central FAQ page links to all FAQs directly. Also there is a nice link "Help/ FAQ"
A huge improvement from their previously buried locations. Also, if you missed it a fair number of new FAQ entries added in the last couple weeks. FAQs accessible from the Help Page wrote:
I have to wonder... how exactly did Ameiko get to Varisia? Since the emperor is imprisoned and she is apparently in the succession perhaps her parents were forced to flee Minkai? If they were fleeing it might make sense to hide the ship by sailing it inland and scuttling it in an out of the way swamp infested with goblins and other dangerous creatures. A Tian ship scuttled in a swamp? Possibly loaded with Tian Fireworks which they had intended to use for trade? When bloodlines were introduced in the Core rules I was pretty happy with them, they introduced some fun new options for sorcerer characters. Granted, not all of them were stellar but they were fun. When the APG was released and contained a bunch of new bloodlines and a (very) few feats for sorcerers, it was Ok (but not great) because they were good bloodlines and important feats. But ultimately as has been pointed out in the past, bloodlines suffer from diminishing returns and they are exclusive. Now Ultimate Magic comes out and introduces... more bloodlines! Grrr. Essentially we now have something on the order of 50 choices for what path to choose for new sorcerers but ZERO interesting options for existing sorcerer characters. Existing Wizards get arcane discoveries, witches - new hexes, summoners - new evolutions, alchemists - new discoveries, bards - masterpieces... Existing sorcerers? Bupkees. I'd go so far as to say if the only character I had in the game was a sorcerer this book is not worth the money. Considering it's called "Ultimate Magic" that's pretty frustrating. I love this book but as a fan of the sorcerer class this is the one big letdown for me. If Paizo never publishes another bloodline again I won't be disappointed. Archetypes
Archetype Permutations
Chirurgeon, Internal Alchemist
13 people marked this as FAQ candidate.
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Quote: Confusion Bomb* (Su): The alchemist’s bombs twist the target’s perception of friend and foe. A creature that takes a direct hit from a confusion bomb takes damage from the bomb and is under the effect of a confusion spell for 1 round per caster level of the alchemist. Reduce the amount of normal damage dealt by the bomb by 2d6 (so a bomb that would normally deal 6d6+4 points of damage deals 4d6+4 points of damage instead). An alchemist must be at least 8th level before selecting this discovery. I think the phrase "unless they succeed at a Will save." was omitted somewhere. This seems pretty nasty otherwise. Would you consider it cheesy to have a halfling use the adopted trait to get the Half Orc "Tusked" Racial Trait? Traits wrote:
I'm pretty sure it's technically legal (though let me know if you can think of some reason it isn't), I'm just wondering if people think it's too ridiculous for their table. Those of you who have a cheese-o-meter where does this rate? I've decided the un-official cheese rating system should have too parts:
In chat tonight as someone asked:
My suggestion was to track down the GMs and get replacement chronicles but he suggested it was impossible. How do you handle a player who hasn't kept his chronicles up to date if he's tracked his progress some other way? My suggestion that he start a new character and keep better track of chronicles was rather poorly received. Someone else suggested he recreate the Chronicles himself but I'm not entirely comfortable with that. Thoughts or suggestions? I picked up the Horrorclix "Freakshow" case from MiniatureMart.com for $40, it has 192 minis in it which is about $.25/ figure. You can also pick up individual booster packs with 4 minis for $1.25, if you don't want a TON of minis I suggest picking up half a dozen of those since they aren't too much more expensive. You can browse the individual figures, I would guess about 30% of them are perfect for Fantasy RPG gamaing, 40-50% are good but a little weird or require slight modification, and about 20% require heavy adaptation or are just plain blah. Some of them are going to be a lot of fun to spring on the players and I am seriously tempted to use the clown with the bomb as my next alchemist character (but probably won't because that crosses the silly threshold). These are better quality than the WotC minis but you do have to re-base them because they are on 1.25" bases. For re-basing I pop them off with a sharp knife and glue them onto a button or a penny. The minis are made of a slightly pliant plastic/ rubber that is fairly easy to mod, I've cut a few of them apart to separate minis that have 2 figures (there is a mini that has a cat handler and a cat on the same base and they are pretty easy to split into two). I found this Reaper Mini which looks remarkably like the ghost on the cover of Haunting of the Harrowstone. Going to be a surprise gift for my wife I think who is running the module. I'm not sure who the ghost is (though I suspect) but she likes it and the match is perfect. Edit: Fixed the second link and made the first one more Paizo friendly ;) It seems to me that the majority of PFS scenarios are challenging for a group of 4, about right for a group of 5, and a cakewalk for a group of 6-7 characters. A good half the time when we have a big group the encounters don't two full rounds which is just boring. Groups of 6-7 who fall between tiers can generally play up with very little risk. I'd like to see some encounters in scenarios scale so when there are 6-7 players there is a little more of a challenge. I'm not thinking of huge changes, just some simple things like "There is one guard for each PC in the party" or "If there are more than 5 people in the party add an additional guard." This would make the scenarios a little more fair for the smaller groups and keep the challenge level up for the higher level groups. This is exactly the sort of scaling I do personally for my home group on the fly but I don't feel I can do in PFS. So in our PFS game last night one of the players brought a brand new gunslinger to the table. He had a musket and used rapid reload so it was only a standard action to reload. There were 3 encounters the Gunslinger's record looked like this: Combat 1
So in a short encounter he got one shot in, he could have spent a grit to get a second one in but was conserving since it was the first of the day. Second encounter (Longish, actually two encounters that merged):
Third encounter:
Conclusions:
The comment from the player was that he was planning on multi classing into rogue as soon as possible. Seems like Rapid Reload is universally required for any gunman and it would make a lot more sense to have that as the first level class ability than "Leap for Cover". Nothing wrong with Leap but it just doesn't stack up to Rapid Reload in terms of "Must Haves". The class is almost pointless if you have to spend a standard action to load the weapon. Perhaps the pistol was meant to have multiple shots? The Warslinger racial trait is a bit vague, should the Sling Staff work with it? It's a sling... Should you read it literally as just the sling or as all types of slings? Quote: Warslinger: Halflings are experts at the use of the sling. Halflings with this racial trait can reload a sling as a free action. Reloading a sling still requires two hands and provokes attacks of opportunity. This racial trait replaces the sure-footed racial trait. Maybe just wishful thinking here. I was wondering mostly for PFS play since I can work this with my GM for the home game. Ok... a bit of silliness in the title but seriously. Stuxnet has completely derailed Iran's nuclear capacity, possibly for years, and every indication is it was a targeted attack. US? Israel? There have been some fairly high profile breaches of the US military networks which resulted in classified strategic plans getting sold on the black market. Google's pretty much accused China of massive cyber espionage, industrial
That's just the more high profile stuff. It's a weird wired world we live in. I was trying to pad my order up to get free shipping when I noticed Paizo now carries Wyrd Miniatures. If you aren't familiar Wyrd does a series of horror/ steam-punk oriented minis. It's a bit off the beaten path with regards to Fantasy but there are some really cool minis for alchemists, witches, More Alchemists, lots of constructs and undead all over their line. A really cool Wendigo... As you can tell I really dig the line. I mean they have zombie socialites. Anyhow, if you are trying to pad an order out or looking for an awesome character concept mini it's a nice place to stick your head in. The down side is their prices are a bit higher and they are 30mm bases. Edit: I almost forgot this really awesome zombie Chihuahua Goal
Edit: Sounds like a couple of guys are interested in expanding this to GenCon also which is quite cool with me. Who is Welcome
Can't participate in PFS but want to do Order of the Board
You are limited to using the pregen characters which can be limiting but if the character doesn't exactly match the statblock it's not a big deal. Supposing you want to play an elf warrior you would play here as the elf warrior and grab the Valeros pregen at Paizocon and use it. The Characters
Outside Paizocon Play
Edit: This is the primary version of this, the most recent version will be kept here -> On my site Edit: Edit:
On Paizochat the other day I ran into Sebastian and we came up with a rough idea which I though was worth throwing out and seeing if it sticks. I bump into a good number of you folks at Paizocon, then we keep loosely in touch for the rest of the year. Here, in chat, Facebook, FAWTL... where-ever. Anyhow, I (and Pony boy to an extent) thought it would be cool to get a group together and play a group of characters at Paizocon... then the idea grew a bit. Perhaps we could organize a few online games so we'd have a bit of a head start and we could play 2nd or 3rd level characters as a group. I'm not a huge fan of online play but I think with the right crew and pointed at a worthy goal (socializing and hooking up at Paizocon) we could make it work. The plan (what there is of it) would be roughly one game a month hopefully scheduled at a time where we could all meet. We would progress together as much as possible and have a session or two at Paizocon or maybe pre-Paizocon if anyone wants to show early. Agaaain... really rough idea, I'm just kind of feeling it out. I also don't think it needs to be limited to folks who will make it to Paizocon but I'd like to pace it so a group of us can play together there. Comments? Spell combat is quite nice as it is but it seems like the class should offer the ability to use spell trigger items in addition to just casting. Heck it should be easier to use a spell trigger item that's in your off hand than cast a spell. Like Gandolf, sword in one hand, staff in the other, or at lower levels a wand. Quote: A hit deals direct hit damage to the target, and splash damage to all creatures within 5 feet of the target. This makes for some strange math when you consider the alchemists effects are based on splash radius. clouds effects wrote: ...filling an area equal to twice the bomb’s splash radius... For the sake of simplicity I assume the intent is you just double the distance from the target that's effected. So a 5' splash radius becomes 10'. I know you can argue it otherwise which would amplify this effect even more but lets save that for another discussion. A quick illustration, Huge, Large, Medium 'doubled' splash radiuses:
The medium splash are covers 21 spaces, the large 30, and the huge 49 spaces, almost 2.5 times the area of hitting a medium creature. Call it an optimization, or just a quirk in the system, but the bigger the creature you hit is the better. Edit: I guess this isn't so much a question... I don't know that it's advice either... From the FAQ
SKR wrote:
Not exactly how I read the rules but it's good enough for me. Also, retrieving and using a mutagen it a standard as well. As the title suggests, when do natural armor bonuses stack. In the rules natural armor is listed three ways.
It seems pretty clear to me that an increase to existing natural armor should stack with nearly anything because it's not a bonus. The rules for a named bonus like an enhancement bonus are fairly well laid out too, they stack other bonuses and increases but not with other enhancement bonuses. What isn't as clear is the more generic "Natural Armor Bonus". Is this an untyped bonus which stacks or is it considered a named bonus that doesn't stack? The phrase is used with polymorph spells, the draconic sorcerer's bloodline power, all the alchemist abilities, and... other places. So how do they stack? If I have a draconic sorcerer 3 (+1 NA Bonus) / alchemist 7 (+2 NA Bonus while mutated)/ Master Chymst 2 (+1 NA Bonus using the Nimble Advanced Mutagen) does she get a +4 natural armor bonus? What if the same sorcerer was polymorphed into a dragon (+4 Natural Armor Bonus) then took the mutagen? Would he lose his natural armor bonus from being a sorcerer then gain it for being a dragon then apply the mutagen and the nimble bonus? I'm not suggesting this actual combination is realistic, but I have bumped into several of the above issues with characters. So in the other faction mission thread we were talking about the fun side quests that happen in some of the scenarios. What is the most amusing side trek you guys have seen? For me we were trying to verify a failed knight had a tattoo on his back. We tried the traditional means and failed and even tried talking to the prostitute but that also failed. We could have ****** or ****** but we didn't know it at the time. So failing genius brainstorms we were about to give up when an idea occurred to me. My alchemist bribed a prostitute into hiding somewhere and took a potion of disguise self to gender bend himself into an appropriate substitute. He then proceeded to offer a freebie... While trolling around Amazon I found this Shackled City/ Age of Worms Which looks like a bogus product listing. Just thought I'd send it your way. Very simple, when an enemy fails it's reflex save versus create pit place a wall of stone over the top of it with a small hole in the center. When the pit duration ends they are extruded through the hole like a playdoh fun machine. Experiment with various shaped holes to create all sorts of fun shapes. Works best if you can quicken the create pit spell and do it all in one round. On Facebook someone we should all recognize is wearing Paizo colors at gencon. Are they passing those out to everyone now or are the rumors of Paizo's newest staff member true? Alchemists can use spell trigger items as long as the spell is on their list so they can clearly use staffs with the appropriate spells. Can they recharge them? staff rules wrote: Each morning, when a spellcaster prepares spells or regains spell slots, he can also imbue one staff with a portion of his power so long as one or more of the spells cast by the staff is on his spell list and he is capable of casting at least one of the spells. Since alchemists aren't spellcasters I guess they are screwed? Can an alchemist work with a wizard and craft a staff with alchemist only 'spells' on it? An in depth guide to all the ins and outs of a unique and cool class. I've worked hard in an effort to make this as useful as Treantmonk's guides.
The guide is broken into 4 parts. Introduction
There are still some rough edges and parts I want to expand but I think it's quite useful as it stands. Please give me feedback so I can make it better! So when throwing a sword or a battleaxe with the throw anything feat, how much damage do they do? Quote: Improvised Weapons: Sometimes objects not crafted to be weapons nonetheless see use in combat. Because such objects are not designed for this use, any creature that uses an improvised weapon in combat is considered to be nonproficient with it and takes a –4 penalty on attack rolls made with that object. To determine the size category and appropriate damage for an improvised weapon, compare its relative size and damage potential to the weapon list to find a reasonable match. An improvised weapon scores a threat on a natural roll of 20 and deals double damage on a critical hit. An improvised thrown weapon has a range increment of 10 feet. The way I see this if you are throwing an actual weapon not intended to be thrown you would still use the longsword or battle axe damage but the crit range would be 20/x2. I've heard several other people suggest that when you throw weapons they would do less damage. How do you figure out how much damage a weapon not intended to be thrown does? For those of you who haven't poked with it yet the updated search works with the PRD. You can hit "PRD" in the dropdown on the left and it usually drops you not only to the right page but to the specific item you are looking for. So for example "Blinded" or "Confused" My only gripe is sometimes the page is scrolled just a little bit too high and the top bit of the sections get cut off. Otherwise it's a ton better than the google searches I've been using. You can create a new Google search or a quick search on Firefox using the following search URL:
Hopefully the forums don't eat the symbols there :) I'm kind of fascinated with how many different interpretations people have of the various alignments. I'd love to hear what folks think the various alignments should be like. What does alignment mean to you? The rules ->
My Thoughts
Just trying to get a couple things about poison down pat. I poison someone with Purple Worm poison. Do they make a save immediately or at the beginning of their turn? We've always run it where the save is immediate but I'm wondering if that is right. The reason I'm thinking it might be at the beginning of their turn is because it's possible for them to get multiple doses in the same round by different opponents and the effects are supposed to stack. So back to the purple worm poison. You hit twice and they fail their save (DC 26 now) now suppose you hit them again, the save ramps up to 28 now correct? Purple work poison has 2 saves. If they get dosed, make their initial save then they get re-poisoned, do the 2 saves start over? Does the DC continue to ramp and the 2 saves get reset with each new dose? I realize there isn't an easy way to preorder stuff to show up in the con-store but I figured maybe a thread to ask for stuff in the store might increase the odds the gaming stuffs people want to be there is :D For me, probably the biggest item I'd like to see that might not show is gaming paper. It doesn't ship well with other stuff and I will personally buy 5-10 rolls of the stuff (when my buddies get their orders in I can have a better number). I'm sure there are a few other people that haven't bought it for the same reason who would pick it up. This weekend we had a bit of a planning blunder. We had planned to run Part III of the shipyard rats but at the last minute we changed to Decline of Glory because 2 new players didn't have Part I and II of SY Rats done (and they are apparently required). So during the last minute scenario change up we didn't check with the players and one player showed up that had already played Decline of Glory :( We went ahead and played Decline and he used a pre-gen but since he's already played it and we had a legal table he's technically not allowed to get credit for playing the scenario. This makes me cringe because it wasn't his goof up, it was mine. We've started keeping track of which scenarios everyone has played so we don't run into this problem again but that doesn't help him this time around. Can I go ahead and give him credit on that new player even though it wasn't to fill a legal table? My gut feeling is yes but I figured I should ask. So using a splash weapon... "Prepare to throw splash weapon" is listed as a full round action on the combat table... what is this? Does this mean draw it, and do XXX to make it work, then throw it or is it just a full round action to prep it then a standard action to throw it? Do you have to draw the splash weapon first (a move action) then prep it? In the splash weapon section it doesn't really talk about this, it just says ... you can throw one as a touch attack... It seems like the worst possible reading here is that it takes almost 2 full rounds to launch an alchemists flask which seems nuts. We've always played it that launching a splash weapon is a standard action but it seems this indicates it's a full round action at minimum. Maybe you can prepare a few before combat and then just draw and throw them like normal weapons? If it's full round action to draw prep and launch one then it's a bit worse than I thought but not too terrible. Anything more than a full round makes it nearly worthless. More questions next post... Just what the subject says. Are extracts considered spells? Are alchemists even spellcasters? I was thinking an alchemist/ eldritch knight would be an interesting monstrosity but it's not entirely clear the alchemist would qualify for a prestige class that requires arcane caster levels or if his extracts are a unique thing which would exclude him from such things.
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