Slavery in the Pathfinder World and it's implications...(series of weird questions regarding a controversial topic)
So we can't have Paladins in Golarion because they're constantly forced between freeing slaves (Highly chaotic act in direct violation of the core ethos "respect legitimate authority") and not freeing slaves (apparently always an evil act.)
Well, that settles that, since they obviously don't exist.
Short version - Pharasma does not tolerate undeath under any circumstances. She's a goddess of the cycle - almost but not quite nature-oriented in this aspect. This has limited overlap with Gozreh as god(dess) of nature. Pharasma is also a goddess of fate, and has far more creative ways to punish wayward followers if this were to come up. On the side of major gods of the undead, the only one I can think of is Uragotha, who is very much into the 'chaos' aspect of 'Chaotic Evil.'
In short, in Golarion the concept of the lawful character "blessed" with undeath by one of the major gods is invalid. Your best bet will be looking through the lesser devil lords for something that fits - Book of the Damned Volume 1 is your go-to on this. Unfortunately I don't have it handy.
I don't think anyone is seriously suggesting or expecting that your situation applies here - you're stuck as a standard cleric.
This is about the very real possibility that an entire class is currently undergoing a rewrite of its' core mechanics or (at the most remote) being banned altogether for not playing nice with PFS wealth rules. Not an archetype being removed with an obvious path to compensation. A cleric can do just fine as an undead-herder without the Undead Lord archetype anyway, just roll with the punches.
Roberta Yang wrote:
I think they're hoping to avoid making the Swashbuckler an obvious 'dip class.'
Didn't stop them with the Warpriest, mind, but I don't claim to know what the thinking is with that one at all.
Too late to go back and edit - what just hit me about what is confirmed as a definite change for the Arcanist is that it will be able to destroy magic items to fuel its' own spellcasting in some unspecified manner. This may not be PFS compatible depending on how it's implemented.
Michael Brock wrote:
If something drastically changes about a class, such as a primary stat changing from INT to CHA or some such...
I'm at work so don't have time to find the exact quote, but I believe this is already confirmed as under discussion for the Arcanist. And that's the minor change to the class.
Mike, let me see if I can clarify why people are upset.
Right now, your ruling is consistent with the way the last two playtests played out. While the Gunslinger saw a farily minor revision, and the Ninja got some fairly serious balance tweaks, the soul of the three UC classes was pretty much intact throughout. There were no major revisions to the Magus either.
Even going back to the APG, no Playtest class has ever received a core mechanic change, and there's definitely an argument that the Summoner needed one badly.
Right now, we've been told about a third of the ACG playtest document just hit the cutting room floor, with more all but guaranteed to follow. This isn't just the usual playtest revisions, this is reaching the level where one class may be completely rewritten and huge changes still to come.
Easiest explanation: The "War Doctor" exists entirely within the period covered by the "time lock" on the War. So even though the Doctor escaped, he regenerated into Nine during the war, and thus nothing about the "War Doctor" persona escaped the lock.
IF this is correct, the War Doctor's presence in Day of the Doctor would then suggest the lock is gone. This would probably be bad.
Pretty much all APs are railroads - there's only so much material in X pages of adventure for going off the rails. Even Kingmaker has invisible rails in the form of areas that will kill you dead if you stray from the current volume before you've finished. Some are better/worse than others, but that's the nature of the beast.
Now, I will agree with the above posters that a decent GM can hide the rails in a pretty ride, but there's only so far you can push before you'll find them no matter how good the GM is.
James Becker wrote:
the other idea I saw that I liked that I didn't see get much traction was the... "Buy the book get the boon" Idea... I think if someone plops down the cash for book X that is all about a certain race, then let there be a 1 time only use boon in the back to let them play that race. Sells more books, period. Heck I'd make the Boon on the inside back cover so you'd have to sharpie your player # and character name right in the book... keep folks honest and they'd never forget their source material that way *wink*. If this means that 30 people in my lodge buy a book about werefolk and want to play that, so be it.
This isn't possible - Paizo wants to encourage some level of PDF purchases as well, which would bypass any "security measures" to keep it one-per-purchase. And adding such would probably require another complete overhaul of the website which likely isn't in the cards.
Thank you, I've been trying to find a way to phrase this for the past hour while reading the thread.
It all comes down to the jerks. To go back over a decade, the "PKs". As long as they're allowed to run free, PVE vs PVP is and will remain a zero-sum game. There will remain a subset of players who specifically make it their hobby, mission statement, and religion to ruin the fun of anyone who wants to do anything other than play the game their way. As long as that's gumming up the works, PFO can't appeal to the crowd who doesn't like PVP, because of why they don't like it.
Massive HP boost and BAB advancement (can use it as a sort of rolling combat debuff with the poison, flanking, and invisibility), scaling and selectable skill points (turn your wizard into a true skill monkey since its' intelligence is so high compared to an AC), and you can use its' feats for a decent selection of alternate forms for combat or utility spell-likes.
Alternately, Irori as a Lawful Evil worshipper - pursuit of perfection of the self and absolute discipline over all other concerns, least being the petty 'morality' of those who lack the will to do what is necessary.
Matt Thomason wrote:
- Precisely how the current price of a share in a company is determined.
Well, there's no simple answer to this and I've been up all night, but I'll try to explain the basics as I remember them.
The most basic answer is that "a share in a company is worth precisely what people think it's worth" but obviously how they get there is a complicated question. The exact process of determining this is a subject worthy of an entire college degree, so for our purposes let's say that the share price any individual should set is a simple additive of the company's current value (CV) plus it's profits or potential value (PV) minus any debts (D), all divided by the number of shares available.
So the value to you is: ((CV + PV) - D)/S
Now, CV is pretty much a science, basically all the assets the company has on hand (and this should be public knowledge) but PV is murkier. So, when you want to sell or buy a stock, you name a price that seems reasonable to you. Your broker finds someone willing to sell at that price, and that becomes the price.
From there, the market value (the price you find listed in the ticker) is an average of all the prices that people have agreed to trade stock at recently.
...and this is the simple version.
I think the devs kind of backed themselves into a corner on this point. There are good business reasons to set up most of your APs in a sort of "Generic D&Dland" setting.
The problem is that Varisia is that setting, and it's become far too detailed for that purpose.
Eric, again, caps, bolded, italicized because you're not paying attention apparently: THERE IS A SCENARIO WHERE YOU WALK INTO THE REMAINS OF A NECROMANTIC EXPERIMENT IN PROGRESS THAT HAS BEEN LEFT BEHIND DURING AN ATTACK ON THE GRAND LODGE!
There's no ambiguity here. The adventure doesn't comment on it because it was written while Seekers was core assumption. They're cleaning bodies to animate into skeletons, while a number of undead that have gone uncontrolled due to the attack wander around in the next room (this is an optional encounter during a real-time-controlled Special, so you may have missed this part if you were playing and running short of time.)
Seekers of Secret pg 35 wrote:
There's also the aforementioned Year of the Shadow Lodge adventure.
Year of the Shadow Lodge:
Yep. There's undead in there. Also a lab for cleaning and preparing bodies for reanimation.
Eric Saxon wrote:
And not about to let the Society be turned into a bastion of Necromantic experimentation.
This is an expression of a fundamental misconception of the Society.
Pathfinder society members are not innately good or evil. The core of their raison d'etre is historical research. All avenues of approach to assist in this endeavor are valid to the Decemvirate. The Year of the Shadow Lodge special partially takes place in the necromantic research labs the Society maintains in the Grand Lodge. They animate the dead in there for the purposes of experimentation, both for historical ("How did the Osirions make those variant ghouls to ward off that tomb we just raided, anyway?") and immediately practical ("We need a lot of diggers in a remote area on the cheap...") purposes.
If your character can't reconcile that this is something that's going on, south gate's that way. You can't miss it.
Minions, he's got. They're just not in the adventure. He's got a Staff of Conjuration and likes using his Mythic Power to get swift-action summons out of it. He's also got some Summon Monster spells prepped to use with the ability as well. He should have no shortage of action economy if those abilities are used well.
Captain Sir Hexen Ineptus wrote:
I'd argue that it makes sense. "There are things here that can blow up, create poisonous gasses, and in general make life really unpleasant for anyone who isn't wearing a suit of heavy powered armor. This being a rescue mission, that's probably a lot of people we'd rather not be dead. We don't have time to brief you on what will destroy what, so stick to your beams that won't kill any innocent bystanders unless we give you the all clear."
...once it was perfectly apparent that there wasn't actually anyone on the station fitting that description, it wore thin. That Samus was then too stupid to refuse to apply this to what amounts to safety gear like the Varia suit sends it right the heck into facepalm territory.
I'm not sure if there's actual figures for RPG player numbers, but as a point of interest, 18% of players of ME3 picked Female Shepard. Not sure if that means anything really, but it's an interesting figure.
Got percentages on who picked the option to turn off the dialog wheel? I'd be interested. I'd be even more interested to know how that correlates with people who took Maleshep, but I suspect that won't have been published.
Eh, someone unearthed the cut shown to the focus groups some time last year. It was put up on Youtube. (Starts at 5:20) It differs from the "finished version" of the ending made for the blu-ray by Disney.
But anyway, having seen that cut now...I gotta be honest here. Yes, the cliche happy-ending tripe wasn't great, not thematically consistent, and so on. But the primary complaint that the test audience had about the first version is that it's too long and tedious, and it bloody IS. It's basically disconnected from the story (which has already ended) and really goes on for about a minute too long, using a repeated loop from "Don't Feed The Plants" to bridge the two verses in a way that starts to induce a headache.
Having all versions for comparison, and only being able to choose from what was actually made (rather than making my own edits). . . I'll go with the theatrical release.
Be ruled by the focus groups, and you will produce garbage fit only for consumption by the lowest common denominator. Ignore the focus groups, and you're likely to miss glaring flaws in your work that will ruin it forever.
As to the question of "What kind of priority does your character place on the Society" that's not really at issue, in a way. The reality of Org Play is that we're not going to get a full picture of our character's lives out there. But the core campaign assumption is that your character gives enough of a darn about the Society that they're willing to do missions for the group, and while they are doing those missions it's priority one for them.
What you do with the other 90% of your year is largely up to you.
I guess that this is just an extension of things I've said a few years ago - it's always just a little irksome to run across someone who's really determined to not take things seriously. Best example that comes to mind is the (literal) baby-eating Paladin of Asmodeus from well before the rules change I ran into once. While I've also seen that concept done well and legitimately, it's hard to deny that it can pull you out of the game.
Two years ago, this sort of behavior might induce an eye-roll, but we could move on. But in Season 5 it seems like one joker can realistically derail an entire adventure, whether he's just being "silly" or a troll.
Not sure I have an answer for this, or if it's even an issue. Just something I'm tossing out to mull over.
The only problem I see is that the AP is not exactly brimming with Ninja weapons. Unless in your game you cannot have costum items crafted, that shouldn't be that much of a problem, though.
And if you're going to stick to something like this, demons aren't exactly short of ways to get around. A few favoring eastern weapons "just because" isn't odd, so dropping a few into the AP in place of weapons already there wouldn't disrupt things too much.
Kyle Baird wrote:
I always thought there should be consequences for putting other interests first before the Pathfinder Society. Perhaps a few more negative boons on chronicles if players do certain things (like release key NPCs or something) because they're Andoran or Silver Crusade or because their God would want them to. The Decemvirate really doesn't care about your God or your beliefs.
Welcome to my objections to the old faction system in a nutshell. There just could never be consequences dire enough to counter the lure of those precious, precious fame points. Low fame means your character's completely screwed. At least now it's coming from investment in the adventures, not side quests.
More players would benefit from reading certain parts of Seeker of Secrets or the Society Primer before making their characters.
Preaching to the choir here. Bought extra copies for my local lodge before life started interfering and I couldn't go anymore.
Of course, the hope is that #5-08 gets players thinking about why they're joining the Society in the first place and how their character fits in with the goals of the entire community.
Color me intrigued. And on a side note, is it possible to run this for a first level character after they've had an adventure or two (before attaining 2nd level)?
Kyle, with you on this point. Especially if, going forward, there's going to be further emphasis on the Society beyond it just being an excuse to toss random adventurers together. Maybe it's just terrible luck, but it feels like I've run into more than a few characters who. . . well, they wouldn't come across as too functional at a UFOlogist convention, never mind the political minefield that they're being tossed into with the Society this year.
EDIT: I'm not trying to say someone playing a character that's a bit off is having badwrongfun, but if the game is going to start hinging results on the players being able to pass for normal, this is a discussion that's going to start coming up in ways it wouldn't have back when most scenarios were entirely about hitting things or, at worst, having one character make a diplomacy check or two. It's a change in style and tone.
Kyle Baird wrote:
*waits for someone to ask if they can sell their weapon cord back at full price*
Eh, wouldn't really bother me either way. We're quibbling over a sub-GP item. Technically not even tracked, so proving it would be hard and frankly, if a character's wealth were off by a few silvers I wouldn't call them on it anyway.
David Bowles wrote:
This means that it will provoke, which basically ends the majority of this item's usefulness. So be it.
Actually, I believe that what happens is that the weapon cord now allows you to retrieve the item as a move action that does not provoke an AoO, as well as prevents it from leaving your square when you're disarmed.
Biggest flaw is that it precludes the use of Lingering Performance, but it works very well as a self buff for smaller encounters where a full party haste is overkill but you want some extra damage, or with one of the Dervish archetypes to get your haste on a few levels early.
If they do that - say, "Here's 9, we have more but won't tell what or how many so the fans can tie themselves in knots for another six months," - that's really going to annoy a lot of people.
More likely is "Any remaining episodes are in bad condition and will require more time to evaluate whether the copies can be re-mastered to a condition where we can actually count them." Sadly, an increasingly likely possibility with found episodes as time goes on.
Hmm...crazy idea. What about, instead of evergreen "Tier 1s" a small number of evergreen "Tier 1-3" scenarios (maybe 3 like First Steps, but no requirement to play in order.) That might help relieve some of the pressure and get those 1-2s into the middle tier a bit more reliably, but still have some more experienced PCs to help out. Replay would probably have to be limited to one each per character.
If your character has to be some insane combination of Wyatt Earp and Penn Jillette to plausibly pull off your one-round action, something's off about your combination. All I'm gonna say.
But you are also expecting the other classes, one already stated as being a rogue with poor will saves, to being able to make a DC 17 with a roll of 5~, meaning they needed a base of 12 to make that.
Not quite. His complaint seems to be that multiple characters can't make a DC 17 save on a 13, at a level when saves in that range are going to be common. Yeah, a weak save is always going to be...well, a weak spot. But there's little sense compounding the error by intentionally crippling yourself and then not taking items that will improve that defense to the bare minimum to not eat almost every spell that comes along.
Basically irrelevant. Most of the things banned from PFS are banned for one of the following reasons:
1) Off-theme. This is the top one, and usually comes down to the campaign manager of the moment.
2) Time. If something is going to take inordinate amounts of time to run at the table, it will tend to get banned because PFS has to run in limited time slots.
3) Table Variation. If something requires a large amount of GM interpretation, and it can't be controlled for in a simple post or FAQ entry, it will be banned for that.
The Synthesist calls into question some basic things about Golarion's metaphysics (Possession is the domain of a very limited band of outsiders, and Eidolons aren't on that list.) It's very complicated and not especially well written, so moreso than the normal Summoner it requires a lot of deliberation and on-the-spot judgment calls. It also has a large number of FAQ entries without relevant errata, creating massive table variation depending on whether the GM is aware of the extra rulings. Thus, it falls under all three criteria for banning before power level is even considered.
Doesn't matter most of the time anyway - the Eidolon is not a "summoned creature" under normal circumstances. This terminology applies only to creatures created by a spell with the word "summon" in the title. Eidolons are normally not summoned.
However, if the spell "Summon Eidolon" is used, then it counts as a summoned creature for the duration of that spell, and this trick works.
...more of a story telling spell to my mind.
Bingo. This is how Mythic is "over the top." In standard D&D/Pathfinder, there are certain restraints that are largely in place on the world logic for game balance reasons. Spells are only able to affect small numbers of people because affecting large numbers can change the world too much. Mythic chucks those out the window.
No, the value of their armor is 1730. That's there as a control on their power level, so even if you arbitrarily declare it "worthless" to control wealth, you should still try to stick to the guidelines.
Oh, it makes perfect sense to tax adventurers. There's a saying about death and taxes and all that, after all.
It's just that between the lifestyle rules and the high cost of vital adventuring equipment, it's pretty much normal to call that baked into the rules already.
So basically like the specalists wizards you get bonus 'psi magic' based on your framework/focus while getting a foundation of commmon effects? With say unique bonus abilties that ony someone in your framework would have? Mega-Archtypes that goes all the way up the class tree?
Pretty much. Room for classes with multiple frameworks (but none of the bonuses) for less specialized characters as well as hybrids.
I think my preference would be for something like "Power Frameworks." To use a simple example, when you get the "Pyrokintecist" framework you get access to a whole bunch of "powers" which are mostly based on existing spells, from burning hands up through Meteor Swarm. Now, the thing is, you wouldn't actually have the points available to even use most of the high-level ones (although there might be ways to get more points than you normally have available, although in addition to a GP cost I would also have a steep 'Cast from HP' cost for overclocking your character that way to keep it from getting out of hand.) As a class, you pick all the frameworks you're allowed at first level and they can't be changed.
Don't know if I'm explaining this right...
Nothing. You're a spellcasting class, so you don't multiclass "just because." It takes really strong reasoning before you'd consider it, and usually you'd do so at least as much because of flavor as mechanical advantage.
But you haven't given us any flavor, which leaves us mechanical advantage. But you also haven't given us what you're hoping to accomplish. So your strongest general option is "No multiclass."
I also question whether you've thought through this "Range and melee" thing. Ranged combat is strong, but takes a lot of feats and there's really no in-between. Melee takes up a few itself to really leverage what you've got, so you're probably going to want to pick one. Leave switch-hitting to fighters and rangers.
I think most of the above covered it. In essence, a lot of what your bonuses are include the following:
1) Place to stay (Starts with a broom closet in the Grand Lodge, eventually upgrades to fairly nice rooms at inns across much of the Inner Sea when not in openly hostile territory)
2) Living expenses.
3) Non-emergency non-magical medical care (you automatically recover from anything that doesn't require spellcasting between adventures, how do you think that's taken care of?)
4) For many characters, you can probably claim the Society as a sponsor for research. Whether it's historical fighting styles or bold new realms of magic, if it's related to the past the Society's interested and willing to pay out the investment to get it done when you prove capable.
5) Access to some of the best supply networks in the Inner Sea, via the factions. Want an obscure weapon enchantment? Put in an order requisition and it'll come out of your salary, delivered to you safe and sound from. . . somewhere. The Scarzni are now involved, you might not want to ask too many questions about serial numbers being filed off.
The short version is, characters work for the Society because they will take care of all those pesky background details and let you focus on the job of adventuring and taking it easy in your downtime.