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Ok, question about Emergency Force Sphere. If the character casts it with a small space at the bottom of the hemi-sphere, can he cast out of it and target another character standing 10 feet away with a spell like haste? Would that give him protection against enemy spell casters 10 feet away? I had this come up during a high level PFS game recently.
[PFS] Survivability of Fullcasters at level 1? Or is it impossible to make your first PFS character a fullcaster without getting some GM or pre-gen credit first?
Kitsune make great sorcerers with a chrisma bonus and get a boost to dexterity too.
For your first strait spell caster I would suggest a 14 constitution and put your favored class bonus into hit points. That way you can start with 9 hit points.
Don't forget to take a cantrip that can do direct damage like acid splash.
If you have mage armor up and a 16 dexterity you have a decent armor class of 17.
If you have an 18 Charisma and spend one skill point on intimidate you have a +7 with that skill at first level, a nice little skill to have in battle.
These are a few ways to add value as a sorcerer and stay alive.
A scroll or two of Shield for 25 gold each can help survive those first few adventures too!
We had the core rule book on PDF and a brief slow down in our game over the weekend over this situation.
Full defense is a standard action, standing up is a move equivalent action, and then you take your free 5 foot step.
Could someone please reference the passage on the current edition that allows this?
Thanks for posting Quiet Riot. I was at the table and he was using Hero lab as "proof" that it worked. We didn't want to slow the game down nor was the "character" in question playing the scenario. He was leveling another character.
I asked him to post in the forum if he couldn't find the exact situation. My thought is always check the actual books first when you are trying to coordinate abilities, not Hero Lab. Hero lab is great, but not for rules.
My first thought along with two other PFS officers was it was still Heavy armour first and mithril as an add on... and couldn't move down two steps for movement.
Thanks for all your help!
I've seen advice mentioning that taking rapid shot for my Musket Master at 4th or 5th level is a good idea but I can't see how it would help.
If at 3rd level reloading is a move action, how does my Musketeer get his 2nd shot off?
Rule Notes for Musket Master:
1st level I get Rapid reload, Full round to stand action to re-load.
Thanks for the help all and Happy New Year.
I play in Jax Florida with about 50 PFS players.
About 1/2 the players go for power builds.
I know that If I build a character with this trait I better have a good reason or the other players will call "Cheese".
Social pressure around here is to make characters that fit their back story, feats, classes and traits.
Douglas has it right. What I wanted to say was 5th "Good" characters will take the extra damage from Hellfire.
the alignment spells shows us when characters are considered "Good" or "Evil" and at what level.
4th Lawful good wizard gets hit with Hellfire doesn't take extra damage, a 5th level would.
A 1st level Lawful good Cleric would take extra damage for being good at 1st level.
Our players get excited when they see a higher CL Wand or partial charge item on the chronicle sheet. I like the idea of keeping it like it is but having something fun or unique on each chronicle sheet.
It can be a one time boon, misc. magic item not seen anywhere else or an influence modifier.
After sitting on the edge of our seats for a 45 minute battle and getting a plane Jane chronicle sheet is a bit of a let down.
Happy Holidays everyone!
Thanks all, looking forward to helping out!
Its nice that my wife and two daughters play from time to time.
Role player since the white box and have had the joy of running a game store for 5 years.
James has been a major reason PFS has taken off over the past 17 months and has that perfect mix of diplomacy and dedication.
Mike aka Baron Jett
Also what happens at the end of playtest with the characters if yes?
Also, if in the final book your playtest class doesn't make it, what happens to the character then?
I like these ideas especially for my new players who have real trouble multiclassing.
They can get right into a class that has duel flavor.
Since my game was PFS I wanted to make sure we had the Con damage right and we were playing by RAW.
We have run into wraiths three times over the past two months in my games. We have about 40 active players in Jacksonville FL and I mentioned I would post this for our group.
I'd be curious if LazarX has changed his mind?
As a GM last night I ruled the way Wraithstrike did per my reading of RAW.
The every two points of damage line:
"For every 2 points of damage you take to a single ability, apply a –1 penalty to skills and statistics listed with the relevant ability."
Seems to be quite clear.
"Ability drain actually reduces the relevant ability score. Modify all skills and statistics related to that ability. This might cause you to lose skill points, hit points, and other bonuses. Ability drain can be healed through the use of spells such as restoration."
Only clarifies what happens.
Wraithstrike mentioned he has tried to FAQ it but to no avail, so I believe my ruling is correct until the Dev. team changes RAW.
This is like what happens when you loose a level to a drain. A Barbarian with 18 constitution only looses 5 hit points amongst other penalties even though that level granted him 11 or 12 hit points!
In my home game I let each player know how much closer they are to the next level as a percentage. Example "John your ranger is now 3.15 after tonight's game." He knows he is 15% above level 3. This allows me to spend no more than 5 minutes total on the calculation and also gives me complete control on how fast they are leveling.
As a GM I always hated spending 45 minutes at the end of an night's gaming figuring out how much expo to hand out.
A good pace for my group was around 10 to 20% of a level after 4 hours of gaming, a little more at low levels and a little less at high levels.
Hope this helps.
Can a player stand up, move 5 feet and take a standard action?
Two fighters standing next to a shadow. One has a magic weapon the other wants to Aid another and help the fighter with the magic sword on his attack roll. Can the fighter use aid another even if he can't hit the shadow?
This is an interesting question. The GM's character did go on the adventure, otherwise he wouldn't get the Scenario sheet. It would set in strange dynamic at the table though.
Would this lead to GMs "playing nice" so they don't have to be asked to donate gold to a fallen hero?
My feeling is that there should be an invisible wall between the GM character and the player characters.
I would be interested in getting Mike or John's thoughts though....
I ask my players to have a back up 1st or 2nd level character ready so new players are always welcome in our area. In addition we do sign ups and dedicated high level games to keep the "old timers" happy. As a GM I always have 3 replayable sessions ready to pull out like Murder's Mark, First Steps or Thornkeep level 1-2. Of course the modules do end up taking longer with new players. I also like to sit new players with experienced players that like to help newbies get up to speed if possible. If you have the time, 5 or 6 hours the modules are a nice way to go. Everyone gets a whole level if they are successful and your newbies are already on their way!
Now with that being said some times a game has been organized for a while at a higher tier. I like the new rule that allows 500 gold and 1 experience to be assigned to 1st level character when playing a Pregen. That has really helped when we have a spot at a higher level table and a new player happens to stop by.
Well, on Wednesday's game I did let the players know the ooze was moving pretty slow, even though they didn't have a knowledge check. This was after they saw it move and attack. I think a 10 move would be picked up on pretty easy. As far as the full defense, I assume as soon at the NPC makes one attack it becomes pretty clear the PC is defending. At that point I could see the NPC move on the other squishier PCs behind the fighter and take no AOO, but even then he would have to notice the difference between partial and full defense.
If two PCs are fighting and one is using full defense and the other isn't what kind of knowledge check should the NPC get to recognize the PC's defense situation? Would it be automatic? or perhaps a DC 10 Intelligence check? Rules don't cover this and would like to get some ideas.
Creature has a move rate of 20 and moves to attack the PCs who are 15 feet away. On the PCs turn the wizard asks if the creature moves at a rate 30 or faster. (No knowledge check was made BTW.)
It would seem that based on how fast the creature moved up the wizard might have an idea on how fast the creature can move, but I don't want to just give him the 20 move rate. Thoughts here?
I for one would like to allow GMs and or VLs sign off on books owned.
There are a few things I like about the First Steps format. One is that by the end of the FS 3 each character that survives has made it to level two. I also like that they don't have to be played in order. I think there should be a few tough fights, but I agree that very strong crit heavy NPCs should be toned down. Being attacked by 6 goblins makes for a fun fight.
Here is my idea for weath per game.
Example level 1-5 adventure, 1-2 and 4-5 tier.
Have the gold spelled out per level of the character.
If you play down move down the list two spots, if you play up move up the list one spot. If you are the middle level, you would drop one level.
The chronical sheet could also have it spelled out.
Just mark Level 1 500 or up 750
Makes it easy and fair. This also helps the delima of the between character, level 3 in the above example.