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Feral Halfling

Aristophanes's page

Pathfinder Society Member. 95 posts. No reviews. No lists. 2 wishlists. 16 Pathfinder Society characters.


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Grand Lodge

Is there such a thing as a Wisdom based Wizard or Scorcerer?

Grand Lodge

I agree with the above. Flight is extremely useful. Considering your party composition, you might want to pick up the Healing hex at some point. Yes, it's only once/day/character, but it's nice in a pinch, and if you come upon a lot of people who need healing all at once, you'll be very popular! ;-)

Grand Lodge

TriOmegaZero wrote:
Aristophanes wrote:
Any of these abilities, one at a time, all day long, changeable as a swift action. Yes, many of these are situational, but most are useful. You also gain some spell casting, and access to magic items based on both the Druid and Ranger lists. I decided it was worth it for my Slayer, even though I delay my BAB for a level.
Animal Focus is one minute per level per day.

Not for the Feral Hunter Archetype. Since he doesn't get an AC, it's treated as if the AC died, and so can use it all day.

Edit: Ah, I see in my original post I said "Primal" rather than what I meant, which was "Feral". That's probably where your confusion arose. My bad.

Grand Lodge

One level dip of Primal Hunter gets you:
Animal Focus (Su)

Bat: The creature gains darkvision to a range of 60 feet. At 8th level, the range increases by 30 feet. At 15th level, the creature also gains blindsense to a range of 10 feet.

Bear: The creature gains a +2 enhancement bonus to Constitution. This bonus increases to +4 at 8th level and +6 at 15th level.

Bull: The creature gains a +2 enhancement bonus to Strength. This bonus increases to +4 at 8th level and +6 at 15th level.

Falcon: The creature gains a +4 competence bonus on Perception checks. This bonus increases to +6 at 8th level and +8 at 15th level.

Frog: The creature gains a +4 competence bonus on Swim checks and on Acrobatics checks to jump. These bonuses increase to +6 at 8th level and +8 at 15th level.

Monkey: The creature gains a +4 competence bonus on Climb checks. This bonus increases to +6 at 8th level and +8 at 15th level.

Mouse: The creature gains evasion, as the rogue class feature. At 12th level, this increases to improved evasion, as the rogue advanced talent.

Owl: The creature gains a +4 competence bonus on Stealth checks. This bonus increases to +6 at 8th level and +8 at 15th level.

Snake: The creature gains a +2 bonus on attack rolls when making attacks of opportunity and a +2 dodge bonus to AC against attacks of opportunity. These bonuses increase to +4 at 8th level and +6 at 15th level.

Stag: The creature gains a 5-foot enhancement bonus to its base land speed. This bonus increases to 10 feet at 8th level and 20 feet at 15th level.

Tiger: The creature gains a +2 enhancement bonus to Dexterity. This bonus increases to +4 at 8th level and +6 at 15th level.

Wolf: The creature gains the scent ability with a range of 10 feet. The range of this sense increases to 20 feet at 8th level and 30 feet at 15th level. The range doubles if the opponent is upwind, and is halved if the opponent is downwind.

Any of these abilities, one at a time, all day long, changeable as a swift action. Yes, many of these are situational, but most are useful. You also gain some spell casting, and access to magic items based on both the Druid and Ranger lists. I decided it was worth it for my Slayer, even though I delay my BAB for a level.

Grand Lodge

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.
Now this thread isn't about what's OP, but what class do you compare it to to determine that it is OP. What class do you consider the best balanced? Or do you have a more nuanced view, judging a class on what roll it plays in a party.

Grand Lodge

1 person marked this as a favorite.

Bananas. "Hey Mr. Tallyman, tally me bananas!"

Grand Lodge

Qunnessaa wrote:
I suppose it might just have been missed at some stage in the revisions of the PRD, which does list brand in the appendices to Ultimate Magic as having acquired the [curse] descriptor, which was new in that book.

Thanks Qunnessaa! That's what I was looking for!!

Grand Lodge

Jared Thaler wrote:

The AoN spell search might be more useful:

PFS Legal Brand: Creates permanent brand on target creature.
PFS Legal Brand, Greater: As brand, but brand glows when near your holy symbol.

Jared Thaler wrote:

Thank you. But same question: What PFS legal source describes "Brand" as a curse? Because it ain't the APG.

Grand Lodge

Nefreet 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.

Grand Lodge

I'm making a hexcrafter magus as my next PFS character, and they get to add all spells with the "curse" descriptor to their spell list.
Is there a comprehensive list of curse spells useable in PFS? I haven't found one in the PFS forums.

Grand Lodge

2 people marked this as a favorite.

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.
In a home game, the GM can even more easily work around it with varied encounters. No need to nerf the ability, just understand its power and limitations.
Oh, and by the way, nice thread necro! ;-)

Grand Lodge

1 person marked this as a favorite.

I don't have a LW, but I fully support grandfathering. It will prevent a lot more problems and heartache than not grandfathering.

Grand Lodge

In PF, my Dual-Cursed Oracle, based on the character Claudius from "I, Claudius". Also aBard in Iron Gods, as a supreme support guy.
In D&D: Warlock, Binder, and Warblade. All were super fun!

Grand Lodge

Lau Bannenberg wrote:
I guess it's more about finding the bomb, that disabling it once you found it isn't that hard?

Yeah. Everybody knows to cut the red wire.

Grand Lodge

4 people marked this as a favorite.

"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*

Grand Lodge

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).
So how does the PFS community keep track of all their boons?
How often do you use the situational ones?

Grand Lodge

I'd take Fast Learner at 1st level. You get the most out of it that way,since you can't use it retroactively.

Grand Lodge

Since nobody else noticed: Magus HD is d8, not d6, so you have an extra hp at each level.

Grand Lodge

If you want to play a druid that breathes water, play an Undine, and take the "Amphibious" alternate racial trait. I gives you a swim speed equal to your regular speed, and enables you to breathe water.

Grand Lodge

BigNorseWolf wrote:
Thomas Graham wrote:


The day ends in 'y', so someone will argue it
Only in your oppressive english language monoculture!

OK, fine. The day ends in 'g', so someone will argue it.

Is that better BNW? ;-)

Grand Lodge

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.

Grand Lodge

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.
I can see, though, how this one could be tough for some groups. If you don't notice the cheaters, and need to craft your own stuff, and gather your own food, it has the potential to be brutal.

Grand Lodge

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?

Grand Lodge

When a hydro-kineticist shoots a foe and hits, will the foe be wet until the end of the turn, dry off instantly, or have to wait until it evaporates?
If the water is left over, is it potable?

Grand Lodge

When a hydro-kineticist shoots a foe and hits, will the foe be wet until the end of the turn, dry off instantly, or have to wait until it evaporates?
If the water is left over, is it potable?

Grand Lodge

Can an Eidilon wear a wayfinder and have an ioun stone in it to benefit from the resonant aura?

Grand Lodge

Axial wrote:

I don't have the book.

What does the Thrune Trusted Agent feat do?

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.

Grand Lodge

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
Rulebook are always available, as are ifrit, kitsune, nagaji,
oread, sylph, tengu, undine, and wayang, provided you
own a copy of the appropriate source book. Other races are
available as campaign boons; the Chronicle sheet in which
such a boon is available must be the first Chronicle sheet
applied to a character.

I do hope, however, that they update the Additional Resources page to reflect this.

Grand Lodge

2 people marked this as a favorite.

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.
On the other hand, most of my characters have utter contempt for the Decemverite! I see them as being like Wolfram and Hart, or The Circle of the Black Thorn. Completely amoral, with their own mysterious agenda, that has no regard for the common folk.

Grand Lodge

1 person marked this as a favorite.
Linda Zayas-Palmer wrote:

The base cost of the bow in the high subtier should be 2,550 gp. The low price was a copy-paste error from when I was including the text to let people buy the bow for different strength bonuses.

Whenever we present a discounted item, we call out the discount specifically on the Chronicle sheet.

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?

Grand Lodge

joe kirner wrote:
Yellowheart wood makes the weapon count as silver.

Ah, thanks Joe.

Grand Lodge

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.
We can get Greenwood & Yellowheart wood weapons. Do these special materials have any special properties? They're not listed anywhere under special materials.

Edit: Sorry, found the info about Greenwood, but nothing on Yellowheart wood.

Grand Lodge

Terminalmancer wrote:
N N 959 wrote:
Well, I don't think there is any debate that retention for a first time player is going to be higher if that player survives, all other things being equal. The question is to what extent and at what cost? Instituting a system where we lend rerolls to save 1st level characters from dying who rightfully should, isn't something I'm in favor of. Giving 1st level characters a "get-out-of-death" card is something I'd much prefer over social pressure on people to give up their rerolls.

I guess since I've never seen any sort of pressure to donate a reroll, it's not really something I think of as a problem. But that's sort of how these things go, I guess--we look at our own personal experiences to try to determine how likely something is to happen.

And man, are diehard and resolve trap options. I've only got one character with diehard, a cleric, and even then it's turned out to be more of a bad idea than I'd expected.

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. ;-)

Grand Lodge

Here's a strange thought...Has anyone ever picked up that sword for their character and then subsequently played another scenario with someone else who also picked up the sword. Did the two swords get along?

Grand Lodge

Rynjin wrote:

Rage Powers are extras you get that take effect while in Rage.

They are neither mutually exclusive with the basic Rage bonuses, nor each other (baring some action economy issues).

If you have Beast Totem, Energy Resistance, and Increased Damage Reduction for example, they all function simultaneously as long as you're Raging.

Cool! Thanks!!

Grand Lodge

Having never before played a character with rage powers, I'm a little confused.
While raging, a Barb or Bloodrager gains +4 to Str + Con, +2 to will, and -2 to AC. When using a "Rage Power", e.g. Energy Resistance, is the Rage Power additive, or does it replace the Str/ Con bonus etc...?

Grand Lodge

Paladin of Baha-who? wrote:
It's very cheap compared to the price of a bow so why not get it? 30 gp is peanuts anytime after your first scenario.

But...what if I'm Allergic to peanuts? GAAGGHHH! I didn't realize PFS was so dangerous!

Grand Lodge

trik wrote:
trik wrote:
Kigvan wrote:
Retraining hp is like rolling higher on your level up, rolling more than 6 on a d10 is in Core.

Only you don't roll for hp each level in PFS, so you can never get more than a 6 on a d10 (before modifiers are applied).

A d6 class get 4 hp per level (unmodified).
A d8 class get 5 hp per level (unmodified).
A d10 class get 6 hp per level (unmodified).
A d12 class get 7 hp per level (unmodified).

I was wrong on this. I didn't realize you could actually spend PP to increase your hit points. It just came up in a discussion tonight and I was corrected. This is a rather amazing revelation.

Where is this rule? What book and page please. I'm intrigued!

Grand Lodge

1 person marked this as a favorite.
snickersimba wrote:
Jiggy wrote:
snickersimba wrote:

Lets just end the arguements with this.

If the player is having fun, is not causing any issues and the character meshes well, there is nothign to be done.

A min maxed character is great and all, but a truly one of a kind, bizare character with a lot of flavorful feats and traits is going to add a lot more than just dice damage.

Its about a story after all, if your character is a cardboard cutout with a death ray strapped to it, then you might want to rethink it a bit and flesh it out.

You appear to be contradicting yourself. First you say that everything's fine as long as fun is happening without being disruptive, but then you say that everything's not fine if you're a cookie-cutter killer.

What if the player is having fun and meshing well with their cardboard cutout deathcannon without causing any issues? Is there "nothing to be done" or should they "rethink it a bit"? Which is it?

You've got to abandon one of your two claims, because they're contradictory to each other.

I assumed that it was pretty clear, not EVERYONE enjoys playing with a cookie cutter death ray. The fact remains, if the table is okay with it, then thats fine, but sometimes, you really shouldn't do that. Kinda like not wearing any pants.

What? You're knocking my hobbies now? ;-)

Grand Lodge

Hmmm...Half-Elf Wizard.
That'll be my second. I started with a H-E Cleric, and I kinda like him.

Grand Lodge

I do have my doubts about the one in Washington DC.

Grand Lodge

Half-Elf Cleric with a Perception bonus of +16 at 1st level.

Grand Lodge

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! ;-)

Grand Lodge

I hope not. I think that would be counter to the spirit and intent of the core idea.
Edit: I was responding to David Nielson's 1st post. (Geez you guys are quick!)

Grand Lodge

Current actives:
Claudius: Aasimar Dual-Cursed Oracle/Bard
Inkara: Half-Orc Bear Shaman Druid
Kaval: Tiefling Alchemist
Van-Gahr: Half-Orc Paladin
Lily Mae: Human Summoner
Rasp: Nagaji Skaald.

Grand Lodge

3 people marked this as a favorite.
UndeadMitch wrote:

My barbarian 5 / Loving Monolith 3 likes it quite a bit, especially since LM's get it 3/day as a swift action. Before level 6 she was guzzling Enlarge Person potions like they were going out of style. I had planned on going LM for the rest of this character's career, but it's not a horrible splash. The slight loss of BAB makes it somewhat awkward sometimes, but that's only when the character isn't enlarged.

Edit: Some of the prereqs for LM can also be a bit awkward, like taking endurance as a feat and the 1000 gp, so it won't be for everyone.

I'm curious now. What exactly is enlarged on a Loving Monolith? ;-)

Grand Lodge

Would Wind Wall block or disrupt a swarm?

Grand Lodge

It definiely should be banned because you only need to change the last letter of the name to an "a" and it becomes ABSOLUTE EVIIILLL! ;-)

Grand Lodge

Thread necro.
If a cleric casts Shield Other on the Barbarian, and a Bard with the Tales of Twisted Steel Masterpiece(Same effect as Shield Other) on the cleric, would it work for the Bard to take half the damage that the cleric took from the barbarian? In essence, the Cleric and Bard would each take 1/4 damage from the Barbarian?

Grand Lodge

1 person marked this as a favorite.

Yeah. My Bard just turned 7th. His opening round will be Battle Cry/Haste/Inspire Courage. +4 to hit, +2 damage. If the cleric does Prayer, it's +5/+3. The Bloodrager likes me. ;-)

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