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Lord Soth

Beckett's page

RPG Superstar 2013 Star Voter. FullStarFullStar Pathfinder Society GM. 4,822 posts (13,281 including aliases). 28 reviews. 1 list. 1 wishlist. 23 Pathfinder Society characters. 5 aliases.


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HP: 52/52, +5 Init, +14 Perception, F: +7, R: +5, W: +8, AC: 21, T: 14, FF: 17, CMD: 20 , HP: 25/27, DV 18 <16>, OM +8 <+10, +12 vs unmounted>, Speed: 3, Moral +2

I'll go ahead and move in and engage Cultists 5, before the other army of cultists can tag team Ruprecht and/or I. Gathering my knights, Here is our plan. Silver Talon (Left flank) and Shadow Talon (right flank), wedge formation and hold back just a little. Empire Talon, Your are going to ride straight in, also wedge formation. Just before you engage, swing right and ride hard through their lines. Shadow Talon is right behind you to follow up. Ride straight through. Do not stop. Swig around and ride through again. Break their line. Silver Talon. They will expect you to hook and flank. Don't. Cross through from the left and ride hard, cavalry charge right between Empire and Shadow Talons, hitting them and ride through.

Letting the plan sink in, as well as the realization that the time for blood is now, "The time has come, for your nobility and might to be brought to bare. We are going to attack hard and fast, and hold until the job is done. Many of you follow the teachings of Iomedae or perhaps Gorum. I am told both have taken a keen interest in this. Watching what transpires here. And among you followers of certain Empyreal lords, who also have a stake in this. I know Ol' Dead Eye, crafter of the first weapons, who gave us the knowledge and skills so that we might defend ourselves is also well pleased that we have chosen to fight against the darkness. Way I hear it, Iomedae and Gorum have a wager going, to see just whose faithful in our army can strike the deepest blows. On whose lance can pierce the hart of the enemy's commander. I don't know about you, but I'm interested in seeing myself. . ."

Riding his Owlbear down the line, seeing that many of his army have been gathered from different groups. Some are faithful, others secular knights, some more mercenary, he calls out while riding, "You all know that in battle the man or woman to you left, to your right, and behind you is your brother. Is your sister. And has your back. No matter what. We all have our creeds and our calls to battle. For me, "I DO THIS FOR TALDOR!!!" But, as one, as we charge forth into the belly of the dragon, "FOR THE LIVING!!!"

"I can't hear you. And that means the enemy can't hear you. For the living!!!"

"Stay as one until you are close. Now lets roll out."

"Charge!"

Shadow Lodge

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my post from the top of the page:

"What yo *&% is sayin be a lil' bit confusing" and "n' tha DM was erect" leads to "cuz you aint gots a gangbangin' finger-lickin' different effectizzle character level than yo' actual character level."

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<mumble, mumble, court, mumble> "For Taldor!!!"

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And just outright false for others.

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Really, I think a lot of people overstate the Aasimar and Tiefling bit. For me, its purely flavor that I like Aasimar. So they do apeal to different crowds, but I wouldn't say its any division like RPers vs Power Gamers or anything. And the fact of the matter is, Aasimar and Tieflings are actually a bit subpar past level 2 or so. Optimizers realize that, with exceptions.
I dont really care for Tiefling at all, myself. They make for a strong Magus, but that is mostly the Magus itself. But the sheer number of players, especially new ones that beg to make Kitsune, (all for "rp" of course) is staggering. In my experience, Human is by far the top race I see. After that, Elf/Half-Elf, then a close tie between Half-Orc/Aasimar/rare race boon race. Then probably Dwarf, then Hafling.

The thing about Kitsune is they just beg to be "unique little snowflake" characters. The kind thats all about RP (as long as its about them and how cool/special they are and the spotlights on them).

Shadow Lodge

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Well, that's kind of the rub. On the one hand, it is kind of a wasted class feature for most Warpriests that should even be Warpriests thematically until much higher level. It's a major factor in the "Warpriests are too good and need to loose something" idea, but that really only applies to those Warpriests that don't really have a warrior type patron. And on the other hand, it gives them a class feature that A.) not even straight Fighters get and B.) is going to make armored Warpriests with Brass Knuckles as their chosen weapon make Monks cry, (or other such kind of ridiculous ideas).

Throughout the Playtests, the Blessings kept on coming up, and we even had an entire thread devoted to the many issues with the individual Blessings, as well as the concept as a whole (does the Good Blessing overcome DR/Evil?). The preview doesn't really give us any practical clues if and how Blessings where fixed, and shows us one that's questionable at best, while also hyping us fans of the class up by showing how much of the stuff we (in general) tended to like. Obviously everyone's got different preferences, and that's fine. I's just the take away I get from a lot of people. Compare the Warpriest preview to the others, kind of tune out the typical fanboy/girl responses, and it seems like all the others are just awesome previews.

Shadow Lodge **

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Also, just a head's up, if you haven't seen.

This Gencon, Aasimar and Tiefling become Boon Only Races, and Kitsune, (omg wwwwhhhhyyyyyy???), Nagaji, and Wayang are opening up as freely playable.

:(

Shadow Lodge **

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Personally, I would think the best option would be to have GM Star Replays renew each year on Jan 01st. Or at east maybe 1 - 2 of them. 3 and 5 GM Stars (or maybe 4-5?), might work well as a special Con Boon, allowing those GMs that go to Cons to still get a reward that they are more likely to need anyway, but allowing everyone else to still be rewarded for DMing.

If it's on Jan 1, for one it's a hard date, and it allows DM's that go to large conventions to plan for using their stars nearer the end of the Reset date, and also to start to use them for a good bit of the next season as well. Particularly on the newer scenarios that a lot of players are going to want to get into, (likely the newest 1-5s and 3-7s), continuing to reward all DMs for DMing for others and not playing themselves.

I personally also feel that this should not be a "lets reward Con-goers at the expense of everyone else" sort of deal. This is not something I would like to receive for going to a Con or GameDay or whatever, but it is something I would like to be able to use for being the main DM in my local area and for all the online games I run. I still think that (at least a limited) automatic reset is the best option for everyone. I'm holding back my stars just because there are things I specifically want to replay, but as I usually GM now, they have not come up and well, I'm usually the GM. When I do play, I have enough characters that I can usually help make nearly any party, but I would rather get no credit for most scenarios than use my Star Replays at this point, not knowing for sure that certain scenarios I want another crack at may then be out of reach. I want another go at Midnight Mauler (story) and In Wrath's Shadow (chronicle Item), for instance. I'd also love to have a single character with all of the Blakros Museum scenarios (but not Blakros non-museum), including the coming Season 6 one, which is probably going to require one of my mostly unplayed DM credit characters to fit all the levels in and be legal.

Shadow Lodge **

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@ Cire: I absolutely disagree. I actually find the Pathfinder Society to be stupid, while the Factions are much more interesting, and would honestly rather ditch the PFS as anything but a minor background element, and shouldn't even be a major one compaired to others, (just there to give players an "in" into the game).

But thats my opinion. For the purposses of the poll, I think "option 4" is probably better as Option 3 (which should probably be more along the lines of "I dont care either way, for whatever reason".

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3.) I really don’t care or do not have a particular preference of one over the other.

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2.) I like the newer (Season 5) style of Faction Missions with the Secondary Success Conditions that are the same for everyone, but some Factions get a little bit extra.

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1.) I Like the older style Faction Missions where each Faction had a small side mission each scenario.

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3.) I really don’t care or do not have a particular preference of one over the other.

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2.) I like the newer (Season 5) style of Faction Missions with the Secondary Success Conditions that are the same for everyone, but some Factions get a little bit extra.

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1.) I Like the older style Faction Missions where each Faction had a small side mission each scenario.

Shadow Lodge

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Shadows Last Stand, Third Crusade , Quest, & Before the Dawn

Sorry, all I heard was "chaps, chaps, chaps".

Shadow Lodge

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Is there a such thing as a Non-Combat Druid? Wha. . .???

:P

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Kerney wrote:
Kids playing 'Crusaders and Pathfinders' where the kid 'crusaders' are looking for evil Pathfinders who are 'obviously' in league with demons in the street.

That is one of the most amazing things about PF I have ever heard. I'm so stealing that for my PbP.

Shadow Lodge **

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Baron Marcell & Riddywhipple wrote:
We do this for the Sovereign Court!

Yah, just doesn't have the same ring to it. . .

Shadow Lodge

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No, it's a way to remind you that Diplomacy requires you to talk to people for a whole minute before you can even roll, and that doesn't happen if you say "Hi", and they start swinging. :)

Diplomacy wrote:
Action: Using Diplomacy to influence a creature's attitude takes 1 minute of continuous interaction. Making a request of a creature takes 1 or more rounds of interaction, depending upon the complexity of the request. Using Diplomacy to gather information takes 1d4 hours of work searching for rumors and informants.

Shadow Lodge

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Because a lot of people had high hopes for the class, but are not liking what we are seeing. While it might be too late to change the book, a fact of life is that people are going to argue the most about/for the things they like the most. Wait and see isnt helpful if what people do see is not what they are looking for. If you like what you see, great. No one is mad that you seem to be getting what you want.

Shadow Lodge

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Because they cant really do the basic things they need to. Because a lot of people hate 2+Int skill points in general. Because, arguably the Cleric has even less dump stats than the Fighter.

Shadow Lodge

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Shadows Last Stand, Third Crusade , Quest, & Before the Dawn

As you swarm the poor innocent thing that just wanted a hug with blow after shattering blow, it looses it's magical integrity and falls to the ground in a heap of broken glass, no longer a threat outside of John McClain.

Shadow Lodge

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Undone wrote:

Tier 1: Full casting tier: Wizard=Druid=Summoner(W archetypes)>Witch>Shaman=Cleric=Summoner(W/o Archetypes)

Tier 2: Full BAB + any casting: Ranger(Due to companion boon feat) > Paladin > Bloodrager
Tier 3: 3/4ths BAB and spells, or full BAB + "Definitely not spell like abilities": Inquis, Magus, Warpriest (also includes things like barbarian and likely swashbuckeler) but for the sake of discussion just those.
Every tier list I've seen has reversed your 2 and 3.

The whole Class Tier thing is pretty bias and really only concerns itself with one particular play style, so I wouldn't put too much stock into it. It assumes that all casters are "schrodinger's" Wizards/Clerics/etc. . . while also assumes that things like Fighters will max Str, Dex, and/or Con and dump Int, Wis, and Cha, be unable to take consumables to cover their weaknesses, (and while it's ok to assume that if there is a spell for it, the caster has it, it's generally not ok if there is a Feat for it, that they might likewise have that).

Tends to assume casters have access to nearly everything, like extra spell options, scrolls, and wands, but not so for non-casters, casters usually have full spells or only do 1-4 encounters before resting, and things like that.

It also assumes a combat/dungeon heavy game rather than a more balanced one that might involve social, intrigue, traps, combat, and investigation. Basically focusing on certain areas that some classes shine while ignoring others that other classes tend to. It's basically good for things like theory craft, in a limited capacity.

Besides, this is PF. . .:

Tier 1: Bard
Tier 3ish: everything else

Like I said, I wouldn't put too much stock into it, but we should probably get back on topic. :)

Shadow Lodge

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who wouldn't

Shadow Lodge

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Ross Byers wrote:

Or it could be a sign that they're busy. Or that they don't want to preview even more material on the preview blog, because there are things they want to reveal at PaizoCon, for future teases, or to be surprises when the book goes on sale.

It's almost as if they have more to worry about than making you happy.

To be fair, if people remember back to the Warpriest Playtest threads, that was the major issue. People had a lot of questions that where very pertinent to the playtesting, but never answered, (or even answered in other threads). There was next to no official feedback or responses which a people figured was universal, until they saw that most of the other playtest threads had very active official feedback and questions being answered about their classes. Not saying this to be mean, but it kind of feels like the same thing all over again. As was mentioned, we see a lot of bad, and a suggestion that maybe one thing is made better, very contrary to <what I recall of> the playtest results suggestions, and not a whole lot of good redeem the class.

Again, not trying to be a jerk or mean, but if everyone has better things to do, than it kind of sounds like the Warpriest at least isn't that important to anyone. Might be wrong, but that's sort of the way we/I am interpreting the words you say, which might not be the way you meant them to come out.

Looking back at the Swashbuckler preview (02Jun2014) and the newer Investigator preview (10Jun2014), this preview thread has nearly twice the number of responses of those two in 2 days, which might be telling that people are not digging the direction chosen for this one.

Shadow Lodge

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Cheapy wrote:
So quick to dismiss that which they haven't seen...

For me, it's more I'm really bummed about what I do see. That being said, I could be wrong, and willing to give it a look once it comes out, but I kind of have an idea what to expect from the class I was most hopeful for.

Shadow Lodge

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Which was really the one thing I hoped the ditched. I know it's someone's pet little new mechanic, but it's just a bad idea as we can see in the Brass Knuckle Monk threads.

Shadow Lodge

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I think I just stopped loving or even being excited about the Warpriest.

Shadow Lodge

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wraithstrike wrote:
DM Beckett wrote:
Sean K Reynolds wrote:
(And let me point out that I am not the person who needs to be convinced about changing the BK to something more useful to monks.)

I'm not saying this as a challenge or mockingly, but something that popped in mind as I read this and other replies is that this might need a good playtest. And what better place than in PFS for just that, as it's already sort of a issue as far as exactly what is the legal answer on the issue.

My understanding is that, currently, Brass Knuckles do allow for extra Monk's Unarmed Strike Damage, (as only official errata, legal sources fro the additional Resources page, and official forum changes listed as such from Mike Brock count as official PFS rulings again, as far as I know), play it as written in PFS and see how it goes. If it's really that much of an issue, then we will see this popping up in the PFS forums nearly rivaling the topics on Ninjas, Gunslingers, Magus', and Summoners. And if not, well, we can actually gauge just how bad or disruptive it is. And, within a specific time frame.

Let me say this again, I am in no way trying to argue that the RAI of BK is to allow Monk's extra damage, nor am I at all trying to throw SKR under the bus. I'm just saying, if someone, anyone, needs convincing, what better way that through PFS where so much is done to (well in theory) make everyone pretty much equal.

Here is the point of contention..

Version 1 of BK called out monk damage. -->"Monks are proficient with brass knuckles and can use their monk unarmed damage when fighting with them."

Version 2 of BK removed the line calling out monk damage to prevent that, but the unarmed strike verbage is still there. Some read this is "use the weapon of the monk damage whichever is greater" as RAW, even if they are not convinced it is RAI.

Despite my arguments I do admit that I understand why they see it that way.

I am going to allow the monk to use the BK for punching only in my next game...

Actually, the issue is that Version 2 removed a portion, but not the entirety of the rules that indicate it's is an unarmed strike. The original intent was to allow it to count, and the revised intent was to not, but as it stands the RAW and the RAI do not match up. So for home games, if you care about developer posts, we have a clear answer to go with RAI over RAW (in this case). Which is fine, home games are home games. It becomes a problem in things like PFS where everyone is supposed to be following the same rules, and table variation is a very bad thing, where exactly what the correct legal source for this case should be, and then you also have some individuals not seeing that there is a difference between RAW and RAI, making it even worse.

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Actually, without the SKR ruling, all ther sources still indicate that it is treated as Unarmed Strikes, which means that Monks higher damage does apply. It doesn't specifically call it out, but it doesn't have to. Its an Unarmed Strike that is counted as Lethal. Monks just happen to deal extra damage with Unarmed Strikes, regardless of if its a hand, foot, knee, etc. . .

Thats the RAW of how it works. RAI, (which is the SKR and Devs rulings part) says otherwise. Im not trying to argue one way or the other, just that by the book, even without it saying "Monks extra damage applies", it still works that way by RAW.

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I just wanted to say I saw this in another thread recently:

Liz Courts wrote:
Removed some overly hostile posts. Let's not be hasty jumping to conclusions and making accusations—and take the time to read what you're responding to and your own words.

And I think its so much better than the normal responce for removing posts. Thank you for listening. :)

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The only thing I can add is more concise forums rules, and maybe to start taking a lot at posters who flag others often for possibly getting banned rather than removing the flagged posts (on a case by case basis obviously). Far, far too often people (and admittedly so), just flag posts that show opinions, facts, or beliefs that they don't like or can not argue against and just start flagging posts, both to have a given removed and also to get otherwise friendly threads locked.

For the Rules forums, I think the two biggest contributing factors to most of the arguments there is 1.) that people assume that their house rules are the norm, (or more likely that their playstyle is the basis for everyone) or 2.) the fact that Paizo really does have a lot of issue just answering questions. The most recent playtest forums and long thread bout if firing multiple arrows into a melee provoked multiple AoOs comes to mind. A lot of people sort of get this idea (and I'm not meaning I'm myself immune to this) that their single understanding of something is the one true rational possibility, and thus everyone else that disagrees is stupid and wrong, (and irrational for even thinking otherwise). Add in that there is sometimes a big difference between Pathfinder itself and PFS, or even Pathfinder, PFS, and Golarion, as well as different staff saying different, sometime contradictory things, doesn't help either.

As was braught up a few times in the Mod bias thread, (ironically which got locked), I don't think that removing posts is a good idea, and really doesn't help anyone. Especially if the explanation is something like "please revisit the forum rules". It doesn't indicate which of the rules was "broken" for the poster that did it, (and thus if it wasn't intentional, doesn't allow them to fix the issue), and it doesn't give anyone else a clue as to what is wrong. "Off-Topic" is probably the worst offender here.

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Perhaps, but the straight Magus is already an incredibly powerful class. Dervish Dance and Kensai just push it even further.

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Remy Balster wrote:


Lol... you're arguing about the difference of none and zero? Really? O_o

Anyway, for added fun...

Quote:
An outfit of regular clothing counts as armor that grants no AC bonus for the purpose of this spell.

It's actually a good argument for this. Undead have a Con Score of -, which is very much not the same thing as 0. It means that things that lower their Con have no effect on them, (outside of they are immune to it for being Undead), but it also means that things that would raise their Con lie Bear's Endurance can not help them, because their Con is not 0, it is "-". It also means that (there are exceptions to this), that Undead can not qualify for Feats that require a Con Score.

So there is a significant difference sometimes.

Remy Balster wrote:
Mage Armor isn't worn.

This isn't strictly true either. According to Paizo, to wield/use/wear an item basically means to two things. 1.) that it is "put on" and utilizing a slot and 2.) that it is being actively used, (so they ruled for example that you need to be actually using a Defending Weapon to attack to get the AC bonus from it, you can not just have it out, in your off hand, not attack with it, and get the bonus while you attack with another weapon). So Monk, (and everyone else) is in fact wearing Mage Armor when they have it cast on them, and they are actively using it (if they get the AC bonus from it). But it does not rob them of their ability to use their Wis and Monk abilities. Nor do wearing Bracers of Armor. Now would wearing cloths and having a Cleric MV them for an AC bonus.

pH unbalanced wrote:
Can you sunder Mage Armor? If not, I do not believe it can count as armor.

In 3.5, you could not Sunder (or target) Armor at all. Nor would most want to, because it ruined the armor (ie party treasure) completely. PF changed the way Sunder works, allowing for an item to become broken, but not destroyed, specifically so that players could make enemy gear not usable, but afterwards repair it to use themselves or sell.

If your looking just at this, it's just as likely that they never updated Mage Armor to this, because you can Sunder objects made of Force. It's not in the Objects Hardness and HP sections, but if you look at other spells that use Force, there is Hardness and HP given.

from Wall of Force:
(A wall of force can be damaged by spells as normal, except for disintegrate, which automatically destroys it. It can be damaged by weapons and supernatural abilities, but a wall of force has hardness 30 and a number of hit points equal to 20 per caster level. Contact with a sphere of annihilation or rod of cancellation instantly destroys a wall of force.)

Spiritual Weapon:
A spiritual weapon cannot be attacked or harmed by physical attacks, but dispel magic, disintegrate, a sphere of annihilation, or a rod of cancellation affects it. A spiritual weapon's AC against touch attacks is 12 (10 + size bonus for Tiny object). Though it counts as a spell, not a weapon. "It strikes as a spell, not as a weapon, so for example, it can damage creatures that have damage reduction."

Interposing Hand:
It has as many hit points as you do when you're undamaged, and is AC 20 (–1 size, +11 natural). It takes damage as a normal creature, but most magical effects that don't cause damage do not affect it. Though again, it doesn't count as an object, but a creature. There are specific exceptions to Sundering against a creature (Hydra), but outside of called shot, normally you can not.

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A little surprised this is still going on. :)

LazarX wrote:

The Shield spell does not create an actual shield, The Mage Armor spell does not create an actual suit of armor. Magic Vestment works on NEITHER.

AND AGAIN... the burden is not on me to prove that these spells do not create actual equipment... it's on you to show me in the text in the spell that these are anything other than spell effects.

Actually, lets nock that one out right now. Yes, the Burden of Proof is on you to show why it does not. Both of the spells specifically say they create Armor/Shields. Just because they are made of Force rather than metal, wood, cloth, or leather doesn't automatically place them in the "not real armor or shield" category that people seem to be making up. If you say it works differently than normal, (outside your own games, obviously), than it's up to you (general not specifically you) to show, within the rules and material, why.

To put it a different way, people are saying that the things created by the Mage Armor and the Shield spell d not count as actual armor, despite having rules in them that only apply to armor and shields (such as ACP, ASF, movement reduction for armor, etc. . .). The burden of proof then falls to you to show a few things; a definition of armor and shields in the game, that shows your specifications outside the obvious (like material made of Force don't count), and then the issues that come from that like how other abilities I pointed out above actually do say specifically they create a suit of armor, but somehow, again according to your interpretations, do not apply.

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I'm seriously considering banning everything but the ACG classes once it comes out for a campaign or two.

:)

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Majuba wrote:
Hard to believe this is even being argued.

I agree, it's hard to believe this is even being argued, coming from the other side.

Majuba wrote:
No, mage armor isn't armor.

Why, cause you say so? If you have some sort of rules to back up that opinion, please share. I've showed above that it does correspond to all of the things that what we can define as "armor" within the game, and it's also been shown that the spell itself classifies it as armor as well as includes lines like "Unlike mundane armor. . ." and "the way they do normal armor".

Beckett wrote:
What it does say is that it creates a touchable, physical layer of protection
Majuba wrote:
No. It's a "touchable" force field. *Not* a physical layer of protection. That's why it affects incorporeal touch attacks.

It does not say it's a force field. It says it's a field (as in an mathematically distinguishable area) of Force (which in the game is a defined thing that specifically applies against Incorporeal). It's obviously a layer and it obviously provides protection, so not clear on what you where trying to say here other than calling it a force field (which it does not say it is) implies that it's less "armor"? The last time this came up, the arguments against basically boiled down to "No jus' "cause". So I'm honestly interested in hearing reasons why not within the context of the game. :)

Does compairing it to other similar things change your viws?

Armor of Bones (Su)::
You can conjure armor made of bones that grants you a +4 armor bonus. At 7th level, and every four levels thereafter, this bonus increases by +2. At 13th level, this armor grants you DR 5/bludgeoning. You can use this armor for 1 hour per day per oracle level. This duration does not need to be consecutive, but it must be spent in 1-hour increments.

Coat of Many Stars (Su)::
You conjure a coat of starry radiance that grants you a +4 armor bonus. At 7th level, and every four levels thereafter, this bonus increases by +2. At 13th level, this armor grants you DR 5/slashing. You can use this coat for 1 hour per day per oracle level. The duration does not need to be consecutive; it can instead be spent in 1-hour increments.

Ice Armor (Su)::
You can conjure armor of ice that grants you a +4 armor bonus. At 7th level, and every four levels thereafter, this bonus increases by +2. At 13th level, this armor grants you DR 5/piercing. In cold conditions, the armor bonus (and DR bonus) increases by 2; in very hot conditions it decreases by 2. You can use this armor for 1 hour per day per oracle level. This duration does not need to be consecutive, but it must be spent in 1-hour increments.

Air Barrier (Ex)::
You can create an invisible shell of air that grants you a +4 armor bonus. At 7th level, and every four levels thereafter, this bonus increases by +2. At 13th level, this barrier causes incoming arrows, rays, and other ranged attacks requiring an attack roll against you to have a 50% miss chance. You can use this barrier for 1 hour per day per oracle level. This duration does not need to be consecutive, but it must be spent in 1-hour increments.

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I'd say yes, you can. I can see the argument against I, sort of, but it seems it does seem like it takes a lot to get there.

Like Wraithstrike said, if It doesn't say it, that it doesn't happen. Nothing in Mage Armor indicates that it's not real armor, (not defined). What it does say is that it creates a touchable, physical layer of protection, though invisible. Because it's made of Force, it is weightless, and unlike other armors, it does not reduce your speed for wearing it, carry an Arcane Spell Failure chance for wearing it as armor. It also does not have an Armor Check Penalty, (and thus a -0 to all Str & Dex skills for Non-Proficiency.

Qualities of Armor:

Armor Check Penalty: Any armor heavier than leather, as well as any shield, hurts a character's ability to use Dexterity- and Strength-based skills. An armor check penalty applies to all Dexterity- and Strength-based skill checks. A character's encumbrance may also incur an armor check penalty.
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Nonproficient with Armor Worn: A character who wears armor and/or uses a shield with which he is not proficient takes the armor's (and/or shield's) armor check penalty on attack rolls as well as on all Dexterity- and Strength-based ability and skill checks. The penalty for nonproficiency with armor stacks with the penalty for shields.
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Sleeping in Armor: A character who sleeps in medium or heavy armor is automatically fatigued the next day. He takes a –2 penalty on Strength and Dexterity and can't charge or run. Sleeping in light armor does not cause fatigue.
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Arcane Spell Failure Chance: Armor interferes with the gestures that a spellcaster must make to cast an arcane spell that has a somatic component. Arcane spellcasters face the possibility of arcane spell failure if they're wearing armor. Bards can wear light armor and use shields without incurring any arcane spell failure chance for their bard spells.

Shadow Lodge

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shallowsoul wrote:
I think something else that is forgotten is the fact that not all DM's allow players the luxury of cherry picking options from different books, especially when it is a niche campaign.

Generally though, the idea is (at least in my experience) that everything Paizo is allowed, and exceptions are made from there rather than starting from nothing or Core being auto allowed, (or the PFSOP model), and adding in materials that are from there. Outside of PFS, I think the most common Ive seen is something like "all PF hardcovers allowed, other official PF material run by me fidst, but should be ok, and 3PP no/needs a very good reason/case by case only".

NonPaizo material is a different story. If its allowed, some DMs are like "3PP on a case by case basis", some say "yes, but Ill need to check it out first" and some say "PF + ______________(like Dreamscape Psionics or Godlings)".

Shadow Lodge **

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The Silver Crusade is about using the PFS towards good/healing/beneficial reasons, and doesn't really have too much to do with the Worldwound (any more than any other faction, besides have the most divine types).

I'd say Osirion too. It's just kind of boring, and not needed as a faction. And now that Osirion, (the nation) has opened up to outsiders to come raid (under the absolutely idiotic idea that said explorers will return those relics to Osirion than sell them abroad), I'm not sure the faction even has a point anymore. I was surprised honestly, it made the cut instead of the Shadow Lodge.

Shadow Lodge

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Obviously no one is going to take Roxxor's The Boxxors.

Seriously, you could have just stopped at
"Roxxors Teh Boxxors
You roxxors teh boxxors!
Prerequisite: Fighter level 18th"

<which is what I read before even bothered with the name or descripton, or got to what it actually did>

Str 19, Dex 17, Int 24, Cha 33, Power Attack, Combat Expertise, Two Weapon Fighting, Mounted Combat, Dodge, Mobility, Whirlwind Attack, Critical Focus, Improved Grapple, Improved Disarm, Improved Dirty Trick, Improved Trip, Improved Overrun, Improved Dirty Trick, Improved Sunder, Wind Stance, Snake Style, Monkey Style, Crane Style, Dragon Style, Kirin Style, Dimensional Agility, Improved Initiative, Catch-Off Guard, Blind-Fight, Disruptive, Endurance, Dodge, Mobility, Improved Unarmed Strike, Deflect Arrows, Stunning Fist, Nimble Moves, Extra Lay on Hands, Point Blank Shot, Farshot, Manyshot, Combat Reflexes, and Skill Focus (Profession: Warlord)
Benefit: You get a +2 bonus on combat maneuvers, damage with your favored weapon, Initiative, and Will saves against spells cast by other Fighters. It could be "you just pick how much damage you deal with any weapon you pick up, no limit", and that initial prereq just kills it.

:)

Shadow Lodge

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Merkatz wrote:


First of all, I hate the layout of this book. Why are the options grouped by type instead of by god? All the deity specific feats, traits, magic items, and spells should have followed after the god's entry. Sure there is a reference chart, but flipping back and forth through 70 pages is annoying as hell- especially if you are using the pdf.

That was actually one of the things I felt the book had going for it. I really hate when Paizo scatters options all over the place, so putting all the Feats into one section, all the spells into one section, etc. . . was great. It means you do not have to search around for something too much, especially if it is not tied (yah, I hated that too) to one specific deity.

Shadow Lodge

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shallowsoul wrote:
bugleyman wrote:
shallowsoul wrote:
I'm a weekly player of PFS and we don't encounter this problem.

Good for you. But for those of us who do, the point is that we can't "not allow it."

I repeat: Just because a problem doesn't exist for you doesn't mean it doesn't exist.

Well how about you list the problems you are having?

Basically what they are saying is that in PFS, the problem is that as a DM and as a player, there is no option to disallow something that broken/over-powered/disruptive if it is a legal source. In home games, the DM can just say no, it's not allowed, but in PFS, if it is legal and the individual can show that they own the products it comes from on the spot, the DM and other players are powerless to do anything about it in the game, and also can not switch the adventure at all to make it more challenging or fun for everyone else. Summoners and Magus's come up a lot for this, especially the Dervish Dancing + Shocking Grasp one that one-shot the BBEG. Not saying I agree, just explaining, I think.

Shadow Lodge

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Within a few years, Queen Abrogail II dies, and with it all of Hell's binding agreements that shaped the nation are fulfilled. Every devil and entity that had been "bound" strikes against the nation, almost as if they had been waiting for it the whole time. Mortals, are given the choice, submit to the whims of Hell or die. The Hellknights whose loyalty is to the nation or the singular ideals of order (LN) as well as those with the power to summon or control Devils are systematically targeted first, usually being slain outright, but some are allowed to serve Hell's agenda if they are willing to serve Hell's armies.

The initial mass response is to flock to the banner of Asmodeus, but the overnight strike against Cheliax is simply the coup against Asmodeus played out on the mortal realm, and even he and his faithful are not prepared against the assault. Within a few days, Cheliax becomes an utterly evil tyranny bound to armies of Infernal masters, with aims of immediate world domination, Asmodeus deposed, (to the point that in most places worship or mention of his name is punishable by death).

The new leadership of Cheliax makes deals with Taldor, Andoran, and the various Kelish peoples, masquerading as peace treaties, but instead bring war. Andoran's navy is targeted first and crushed, leaving only few ships that where out at sea.

Taldor was (partially correctly) viewed as a minor threat, and Hell intended to pacify them with continued promise of peace whilst slowly attacking it's weak borders and corrupting the nation from within over months. Initially it brought in advisors that acted as powers behind the throne, manipulating the nation to feed into the illusion of their own power and importance while working to weaken Taldor's nobility's influences and keep the nation weak and out of the fight until Hell was ready to usurp, (or destroy) that nation, and for the most part Taldor has fallen even further into decline as a power.

For the first month, every nation that could be a threat to Hell's plans of conquest where either attacked and severely weakened, or made into unwilling allies, unable to fight back. Throughout the world, beings loyal to Hell had been laying in wait, slowly corrupting organizations (like in the Temple of Empyreal Enlightenment), and uniformly brought their true powers to bear as Queen Abrogail II passed, and with it what had been Cheliax.

As had been the custom in Cheliax under Asmodeus, non-LE faiths are allowed, but "discouraged", (and ironically Asmodeus is banned). In areas where Hell holds power or influence, justice has become swift and brutal. The leaders of good faiths, those who openly resisted, and those who had been heroes where usually the first, defamed in public, generally through false evidence, lies, and the easy manipulation of a fearful mob, unable to realize that it was a tactical maneuver to further enslave the people by removing their hope as well as the most likely resistance.

Absolam and Kaer Mage where taken without a fight, much like Taldor, though in the case of those two, small war parties of Devils arrived in the homes of the heads of various factions and other powers that be and slew them as they slept. They waited a few days for those cities to fall into chaos and bloodshed in the streets, then stepped in with promises of peace and order. The Pathfinder Society's grand Lodge was likewise assaulted, and it's leadership mostly murdered. However, the goal was not to cause chaos, but rather to gain access to the Society's vaults, particularly it's many unholy artifacts and forbidden wisdom.

Further, it instilled powerful Devils that now masquerade as the Decemverate and all the highly placed Venture Captains, and send out Pathfinders to find further artifacts, those agents unknowingly aiding Hell. Ironically, Pathfinders with a history of tarnishing the Society's name are sent on suicide missions, or sometimes false missions leading them to walk right into an Infernal ambush, and the "troublemakers/murderhobos" have almost entirely been purged. Few have realized it, because most agents like the way it's been running lately. No more Mortaniusicus, Necromancer of "but I'm CN" raising those commoners grandparents in the middle of the street to fight common thugs, the Pathfinder Society has actually gained a bit of respect amongst the worlds working man as professionals with a knack for showing up and laying some local monster to rest and not causing trouble.

Hell's army has made sure that each nation has become paranoid that the others might attack. Has manipulated the increase of racial prejudices, all to keep each of it's feudal baronies weakened and focused on other targets. Has kept the armies of Mendev and Lastwall busy with increased threats in those lands and unable to divide their forces elsewhere. Hell brought a sort of peace and order, but not the sort that most wanted or now like. It's an illusion of peace that serves as control.

But, there is one thing that Hell had not counted on. It initially started not unlike a candle flickering in the wind, at risk of going out, but instead that flame lit another candle, and then another. . .

Taldor's true power has never been in it's history. In it's nobility, it's influence, it' lands, it's armies, or it' wealth. Taldor's true power lies in it's ability to inspire and lead others. It was Taldor that made it possible for the armies of Lastwall. Or the crusade against Ustalav and the Whispring Tyrrant. It was Taldor even more recently that brought warriors from across the word and across racial lines together to assault the encroaching Worldwound. When Andran nearly crumbled under it's own corruption, it was Taldor that was able to unify key individuals and keep it from turning into a new Galt. And now it is Taldor that has been slowly organizing resistance. But what can a few fallen Paladins and priests, unable to keep their holiness in these dark times, a handful of deposed nobles, and multiple groups of depowered warriors from nations, factions, faiths, and races with long histories of being at odds with each other, if not outright enemies do, when their safest place of meeting might as well be hidden in the belly of the beast?

Shadow Lodge **

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Taldor, Grand Lodge, Osirion, or maybe Qadira.

Currently, the Taldor Faction is trying to gather warriors to fight the Wourldwound, and unify the nation towards a common goal in hope of regaining glory. They also have a group called the Ulfen Guard which might be another easy fit for you.

The Grand Lodge is sort of the whatever Faction. They take everyone and it serves as the Factionless Faction as well as the Faction that just wants to be Pathfinders.

Osirion might work as you could join them in hopes of plunder, exploration of ancient mysteries, and glory. Their goals are to rediscover lost relics and items of power or history, and while the focus is on Osirion, they draw allies and members from everywhere. lso, it's probably going to be the focus of season 6.

Qadira, like Taldor and Osirion, are nation-based Factions, but take allies and members from everyone. Their focus is on trade and establishing mercantile power throughout the world, and while it might be the one least likely to fit of those mentioned, it could still work.

The Silver Crusade and Andoran probably don't fit as wll, but you could make them work. Both are focused on more goodish ideals, (SC wants to use the Society for benevolent things, A wants to spread the Andoran political idea of freedom and democracy and root out corruption). Cheliax is all about law, so probably the least likely of all, but still doable. Last is the Sczarni, which is kind of a ix between the Mob and a street gang. It could also work very well, though they tend to focus on intimidation and deception tactics.

Shadow Lodge

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Im pretty sure the reason that 3.5 died is that it stopped being supported, both by WotC and then by Paizo as well once many of the fans came over or split between 3.5 and 4E.

Im pretty certain that they could have continued strong with 3.5 for a good while if they wanted to. Back then, there where a lot of books requested that never even got touched on.

3.5 Epic Level Handbook
Heroes of Intrigue
Unearthed Arcana 2
Spell Compendium 2
An area book (like Sandstorm) for Swamps/Marshes and also one for the Planes
A monster guide to Elementals (like Libre Mortus)

a few off the top of my head.

I, personally think that Pathfinder could use more bloat, in some areas. There are still plenty of things not covered. I think there are way too many Traits, to the point that some do the exact same thing 2 or even 3 times. I think some classes have an obnoxious amount of archtypes, while others have not nearly enough. I'd be happy to never again see a new Alchemist, Bard, Monk, Magus, Rogue, Summoner, or Witch archtype, for instance, but Cleric, Cavalier, and a few classes could not only use a bunch more, but break even further away from the mold than has been done.

I can't wait for the ACG and Advanced Class Origins books. I don't really like Golarion though, so generally don't care too much for the setting specific books, and only pick them up for the crunch. So everyone is different.

Shadow Lodge **

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Rambone wrote:

A guy really likes his fighter to fly. Now that it cost him 150 gp he does it at least once every adventure. I don't feel it was really necessary for him to be able to fly, maybe the combat ends 1 round earlier. But if I don't pay him 150 gp to 'reimburse' him I am accused of not being a 'team player'.

With consumables effectively 75% off I can see some folks using them left and right as long as they are being subsidized by others.

I think that it only applies on consumables you use on others or that benefit the entire group. So your Fighter giving away their potion of Fly to someone else, and there is no promise that anyone else will pay you back, just that they can if they choose.

For example, the Fighter and another character fall down a pit, and the other character is dropped to 0HP exactly. Neither of them have any sort of healing, and the Fighter, for whatever reason can not carry the other character up. So, instead of having the other character climb 1ft and then drop to -1 HP, they pour a Potion of Fly down their throat and the DM allows a slow flight up the pit without loosing HP. Fighter then starts to climb up and the other character gets hit with the Cleric's channel and continue the fight along with the Fighter right afterwards. The other character, afterwards, says, hey that was really cool of you, and if we wouldn't have made it back up here like that, it would have lead to a TPK for sure. Let me buy you a potion of Fly, because you didn't have to do that.

Currently, that is not allowed. The Fighter just used their potion that they bought on another character. The proposed idea would be to allow either the other character to replace (or contribute to replacing) that single Potion of Fly (and nothing else), or everyone in the party the possibility to contribute to replacing that Potion, (and nothing else).

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