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After 40+ years of playing Pathfinder and its antecedents, and 12+ reading various internet forums about classes, a common complaint, especially about new classes, often with new mechanics, is that they are"broken", or at least overpowered. I've heard complaints about the ToB classes, the Witch, the Magus, the APG Summoner, Kinetisist, etc.
Jared Thaler wrote:
I would just search Archivesofnethys for "PFS legal", "Curse", and "Spells".
Thanks for that. Now what's confusing is that the Inquisitor orison "Brand" is listed in the archives as a curse, but it's not a curse in the prd nor in the APG. I have both the print and pdf versions. Then I go to the d20pfsrd, and it's got the "curse" descriptor, but mentions the Bestiary 2 as its scource. So now I'm really confused.
My second PFS character was a Slumber Hex Witch. The first few scenarios were interesting because Slumber worked so well. Then came the undead heavy scenario, where she was pretty much useless. In the 20+ adventures of her career, I had two GMs that would complain about how "broken" the ability was. But, you know what? They were also the ones that, when possible, used the best tactics to counter act it, in a fair and reasonable way. If I hit a boss with it, a minion would kick him awake. Really, the Slumber Hex is only really strong when the party out-numbers the opponents, and none of the opponents is an elf, construct, dragon, ooze, vermin, plant, Elemental, or Undead.
"Grouchy old Shoanti Warrior": You call that a klar? You younguns have no respect for tradition! Look at that thing! All shiny and clean. *grumblegrumble*. In my day we had a proper klar that'd scare the britches off an Ustlav barbarian! A rusty blade stickin' outta a real skull! And the skull would still have bits o'flesh an' scales stickin' to it! An' it smelled like death! What in tarnation do ya polish that thing with anyhoo? It smells like a Varisian cathouse! no sir, no respect...*grumble grumble grumble*
I have been playing PFS for about 5 years now, encompassing over 240 scenarios and modules, and have accumulated many dozens of Chronicle sheet boons. My problem, with very few exceptions, is that I usually forget they're there, and, as a result, never get used. I don't really care about the location specific ones, ("get a +2 diplomacy when you try to gather info in Ustalav.") But some could be really helpful.(Make a weapon ghost touch for one round, get a free CLW, free lesser restoration).
DM Beckett wrote:
Thanks, (for her). Its not her only character, but the her first for PFS, the one she is most invested in, and also been waiting to finish up with. She is the type of player that dislikes all the number crunching, so possibly rebuilding and/scrapping the character, depending on just how it all turns out, might be too much, if it hasn't been ruled on already. Im just coming out of the field for a month, so Im behind, still.
Don't they usually grandfather these things? I still have a classic summoner because she was 5th level when "Un-chained" came out. But then, I have also never used an archetype that has been changed, so they may treat them differently. I hope not though. It would be a rather d**k move not to.
I played it this past Monday.We had no advanced warning as to the nature of this scenario. We had a 1st level fighter-type, a 1st lvl Slayer, a 2nd lvl Hydro-kineticist(me), a 2nd lvl Summoner(w/Eidolon), a 2nd lvl Orabard(or was it a Bardicle), and a 4th lvl Blood Kineticist. So all the magic users were spontaneous. We noticed, and caught the cheating Ashen Leaf, and so knew about the cache. We got to the ruins fairly quickly, and found the weapons, armor, and food, so we didn't need to do any crafting. We handily defeated the Trail hounds, and took their stuff. With consistently high perception rolls(as well as plenty of Aid Another) we easily found the best routes through mountains, hills, and forest. We made fairly quick work of the caterpillars and zombies, and finished in 3.5 days, winning the race for the glory of the Pathfinders.We completed the scenario in just under 3 hours.
Mark Seifter wrote:
Aristophanes, is this in reference to the second scene in your play Lysistrata where the Koryphaios of Women dumps water on the Koryphaios of Men?
Nay, 'tis these damnable frogs! They keep jumping onto my scrolls, with their infernal chatter!"Brekekekex koax koax"! Do I have to wait for them to jump off to avoid getting my manuscripts wet?
We just got there in our game:
Thrune Trusted Agent Feat-Tactical feat: As long as another Trusted Agent is within 30', you get a +1 profane bonus on reflex and will saves. 1/day you can use the aid another action(aiding another Trusted Agent), and give a +4 instead of +2.
I'm pretty sure I got that right. Others can correct me if I'm wrong on anything, or if I left something out.
To be more specific, download the new Pathfinder Society Roleplaying Guild Guide. Page 24, item 2: Race and Age
Select your character’s race. The choices offered in the Core
I do hope, however, that they update the Additional Resources page to reflect this.
Most of my intelligence based characters, including a Witch, an Alchemist, and an Investigator, tend to hold most VCs in some level of contempt because they suspect them of withholding important information about missions that could help the PCs, simply because they didn't ask the right questions. A good leader gives his/her charges all the tools they can to ensure the successful completion of a mission. If, at the end of a briefing, the party hasn't asked all the pertinent questions, the VC should volunteer any and all info that will help it succeed. Several times, one of my characters have asked, "Is there anything else we haven't asked about that you think we should know?" and the VC will be dismissive and give the lame "you are Pathfinders" excuse. This does not promote confidence in leadership.
Linda Zayas-Palmer wrote:
By the way, Linda, since Yellowheart wood items appear on the chronicle sheet, and, if they do indeed work like silver weapons vs. lycanthropes, and since this scenario is the only place I can find that states this, shouldn't its properties be noted on the chronicle sheet?
Just finished playing this one today. It was fun. Not overly difficult. We played up with 5 players, including my Investigator 3, a Divination Wizard 4, a Blood Rager 4(pre-gen), a Mesmirist 4(pre-gen), and what I think was an Arcanist 3. The biggest problem for us was the disease, as two characters(Diviner & Arcanist) succumbed. In the final battles, the "heads" were dispatched quickly with Burning Hands, and although our Arcanist ended up 'making out' with one of the "flying, screaming, evil craniums", the Blood rager sqashed them, and the BBEG was taken out by numerous volleys of Magic Missle from the Arcanist.
My question for now concerns what is on the chronicle sheet.
Edit: Sorry, found the info about Greenwood, but nothing on Yellowheart wood.
I've witnessed, more than once, the opposite scenario where a player is the victim of a freak SOD, fails his save, and another player offers his re-roll, fails, and then another player offers HIS re-roll, but, of course is told that only one per character per game. The Northern Maryland PFS community is a rather selfless bunch. ;-)
Where is this rule? What book and page please. I'm intrigued!
What? You're knocking my hobbies now? ;-)
I know that here in the Baltimore area, there are many players currently involved in the "Classic Campaign" that are excited for the oppertunity to play in the "Core" mode. So far as I can tell, none of them will stop playing in classic games. Of course, we here in the Charm City area are fortunate. I myself live within an hours drive of at least six venues that have regular games. The only thing that Core will do for me is to give me more oppertunity to play more PFS. I win! ;-)
I'm curious now. What exactly is enlarged on a Loving Monolith? ;-)
So um are waynag, kitsune, and nagaji legal races? I see that isn't the case. Same with grandfathering aasimar/tiefling.
Well, in the ARG section of the AR, they are no longer listed as being restricted to needing a boon, while the Aasimar and Tiefling are. One could interprate that to mean that they are PFS legal.
I've found that starting with the prime stat at 17, after racial adjusments work pretty well. It means that that +1 stat bump at 4th level is significant, ans since most characters only go to 12th, you'll still end up with a base of 20. That way, I can spend 7 on my primary, can still get 14's in con and somwthing else, and usually, if not an int. based class, still get a 12 in int for those precious bonus skill points I love so much.
Durngrun Stonebreaker wrote:
You had paper and pecils? Awww, ye young whippersnappers had it easy! We only had slabs of slate and a sharp rock! And we only generated one set of stats, and ya played with what ye got! And we LIKED it!
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