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Mark Seifter wrote:
I considered that, but then I've knocked him prone, but he's still blocking the exit to the office, and presumably he's still holding onto his weapons. I'd have to move through his square to get out, since the door isn't high enough to leap one square up and over him (plus even if it was, I wouldn't trust myself to make a DC 20 Acrobatics check), and so that would require a pretty tough Acrobatics check to pull off. Now if it swung and knocked him into a pit trap, that would be different, but I don't think I'm going to get permission to dig a pit in there.
Since you are a rogue eidolon, can you dismiss yourself?
Unless they changed the arcanist to use the wizard's spell progression, I find it unlikely they are going to unseat the wizard as the power-gamer's favored arcane class. This is true even with things like Quick Study.
Russ Brown wrote:
Isn't that kind of the kitsune racial thing? Makes a lot more sense being in human form when you are in the Inner Sea region than running around in fox-form where you'd be somewhat a freak.
As far as I can tell, alcohol is *not* considered poison in Pathfinder.
The only rules I can find on drugs and alcohol are from the GMG and don't suggest as much anyhow. Drugs
Maybe there are some rules elsewhere on this? Seems like it should be at least closely related.
You don't bestow a quality, you treat it as a splash weapon. Sort of like I can treat a crow bar as a weapon by hitting you upside the head with it.
A piece of dung isn't a spell component unless you are using it to cast a spell in which case
Your argument might be interesting except it's listed explicitly in the actual item listings.
These are the exact characteristics of a splash weapon. When you apply it to your sword, does your sword break on impact? Does it splash or scatter it's contents? Is it a touch attack? If not, then it's not a splash weapon.
The items explicitly say they are only splash weapons when they are thrown. When you apply it to your weapon, it doesn't have any characteristics of a splash weapon.
I'm not trying to be snarky or argumentative either, but IMO the point stands with regards to applying alchemical substances to weapons. It's not being thrown so you don't treat it as a splash weapon. It also doesn't have other characteristics of splash weapons, for example you don't target touch AC, nor does it deal actual... splash damage.
In other words, it's not a splash weapon.
Peter Green wrote:
I think it's usually midnight PST the first day of Gencon. Might be wrong on that though.
Unless a company has a special deal going, they won't ship until after the release date. Amazon in particular has a bad track record for delivering Paizo hardcovers around launch time, I'm not sure about B&N.
I use the iPad + Hero Lab and Goodreader, works like a charm and I rarely have battery issues. If you are worried about batteries, there are inexpensive battery packs you can get to recharge on the go.
If you don't use hero-lab (it gets expensive), you can keep character sheets on PDF... Personally, I think you are better just going hero-lab and limiting your sources to keep the cost down though.
If alchemists fire is inherently a splash weapon, why does it say it's treated as a splash weapon "when thrown"?
You would never say "A sword is treated as a melee weapon when wielded" because... it IS a melee weapon.
Similarly, you don't say "An arrow is treated as ammunition when fired from a bow" because... it IS ammunition.
...and so on.
Splash weapon is not a weapon classification in the either the core book or Ultimate Equipment where they are listed. All weapons that can act as splash weapons are listed using almost exactly the same words because many of them are not always splash weapons.
These items are listed as alchemical items or alchemical weapons respectively. When thrown... they are treated as splash weapons.
That pesky phrase "When thrown..." isn't throwaway text.
Alchemists Fire, Acid Flasks, etc aren't defined as splash weapons. They are alchemical weapons which are treated as splash weapons when thrown. It even says this in the item listings.
"You can throw a flask of acid as a splash weapon." UE
All of them are listed that way, when you throw them they are splash weapons, they aren't inherently splash weapons. Holy water is a perfect example, it's not a weapon at all, it has other uses, but against undead it can be thrown as a splash weapon.
Since the grenadier isn't throwing acid or alchemists fire, it's not treated as a splash weapon.
It's a legal contract and you have the same methods of getting your money back that you have for any unfulfilled contract. Primarily small claims court or if you can get class action status, a higher court.
The question is how much effort people are willing to spend pursuing a refund (also, whether you can work around the LLC status to get a refund from Frost directly since the LLC is clearly done).
These two things are not exclusive. It's possible to love the feel of a book and love the convenience of having quick reference to a large library of information without a massive pile of them. I like to read and consume materials in book form during leisure/ prep time and at the table or when working on a project I use electronic formats for quick reference. At this point, I can't imagine having half a dozen books to reference at the table, pain in the but.
Insain Dragoon wrote:
So who should I ask about the Spellscar Drifter and its non-functioning challenge class feature?
Paizo rarely posts errata on softcovers so I don't think you are going to see any official errata on this though. It certainly should get it's bonus damage to firearms attacks, that is the cornerstone of the archetype.
I was never a big fan of the 10 faction missions thing and would not like to go back to it. It gave scenarios a distinct scavenger hunt feel and filled it with a bunch of oddball psychic spoilers. I haven't dealt with or played season 5 enough to have a huge opinion about this year's faction missions, but if the choice is the little bit I've seen of season 5 versus previous seasons, I'd prefer we stick to season 5.
I'm certain this is true, I've done it more than a few times. That said, even if you don't start at 1st level, most characters in play have advanced significantly from whatever level they started. Using "built" characters as an example is only really relevant the first few sessions a character is played. Not representative of characters you see in routine play.
Most combats last 2-5 rounds so casting a spell to prep a spell is 20-50% of the arcanist's actions. That's pretty huge and enough of a deterrent it won't be used often. It's fewer actions to just carry a scroll. Even fewer actions for the wizard with arcane bond to cast any spell from his spell book, or even a sorcerer with mnemonic robes to cast from a scroll or book in his possession.
Each of the existing classes has the ability to pull something awesome out of his/ her hat when needed and none of them have seriously broken the game. Each of them have a unique control on that power. The wizard and sorcerer are more or less constrained to once/ day. The arcanist is constrained by a pretty big delay. Often casting two less ideal spells is going to be just as effective as casting the perfect spell.
3) Many people have said that a full round action to use Quick Study is an actual detriment. Yet, in my opinion, it's just like using a summoning spell or casting a buff spell upon yourself, which people think is AMAZING. For example, you cast Righteous Might upon yourself, but you don't get the benefits of the spell until the next round. Same with summoning spells, and the same with using Quick Study. Spend a full round (or a standard) action to do something so that next round you're amazing.
Abilities have a cost. An arcanist spends a point of her arcane pool and a full round action, as I mentioned above, a full round action during combat is a big chunk of an encounter. She also must take the exploit which means she is giving up other potential powers.
It is a powerful ability, but it has a commensurately high cost.
4) Finally, people keep mentioning that pulling out a spell book is a HUGE detriment, yet for the past 3-4 years I've been playing PF and reading these forums, it is considered terrible practice to target a spellcaster's spellbook, to the point of saying that if a GM was to target, destroy, steal etc a wizard's spellbook, they are a bad GM. Which is it? You can't say a GM should never target a wizard's spellbook but then use that as your primary argument as to why Quick Study is bad.
As far as I'm aware, there aren't a ton of times when a wizard uses his spell book in combat where this would have come up for debate. If an intelligent creature sees a caster break out her spell book in combat, it's fair game.
This is a whole other ball of wax than stealing a wizard's spell book while he sleeps.
I hate to burst your bubble, but the Flying Blade archetype is likely referring to the Flying Blade, an exotic two-handed sword with reach.
Or... (looking at the picture) literal flying blades.
It's OK, I'm drafting a lenghty novella aimed at Attorney General for the area. I can haz waitburger.
I've got no skin in this game on either side, but there is a huge gap between a colossal F___ Up and fraud and I think it's pretty clear which this is. I'm sure you could take him to small claims court, but it's unlikely anything will stick criminally.
Presumably combat begins for him when he teleports in. Sort of predictable for him. Also, the advantage of initiating combat versus the reverse.
I don't have his stat block handy, but I believe few of the effects on him are rounds/ level so it's not like it was a 90 second window, he had 12 minutes or more for most of the effects.
I need to borrow Neil Spicer's muse here because I almost always come across as an A*hole on posts like this.
What was Paizo thinking? I imagine something along these lines:
"Goblins like big explosions and fire"
How do I make that into a rule? <-- this is the actual thinking bit.
Everything in game design is a trade off. You give up something, you get something in return. The goal was to In this case the range and splash radius was boosted and the direct damage was nixed. Rough trade off, but the archetype also gets additional splash damage, which mitigates the low damage to some extent.
I can't speak for everyone, but none of the folks I know writing for Paizo deliberately write rules to irritate players or create deliberate 'trap' options. In general the folks writing Paizo's rules want every rules option to be fun and enjoyable, but not every rule is going to be great. It's not apathy, laziness, it's definitely not because they don't play the game. Simply it's because freelancers and developers are people and people goof sometimes.
I've written some stinkers in my time, and some of them have sparked lengthy flame wars, prompted FAQ entries. In case you haven't figured it out, rocket bomb was mine. To be honest though, while I see your point about damage, it's not going to make it into my stinkers pile. While most players will avoid it, others have found creative uses for it, and that's enough; because in the end not every rule is written for every player. Also, I'm much happier when people complain that a rule is too weak then have GMs cursing my name for adding out-of-balance player options. I think two of my biggest stinkers have FAQ entries clarifying how they interact with other rules... talk about embarrassing.
Sorry you didn't enjoy rocket bomb. Hopefully you enjoy the rest.
As with anything if there is no specific in game definition you use the actual definition of the term. You are unconscious, don't need to eat or drink, but doesn't offer any protections or immunities.
The line can do amazingly well independently, but still be wasteful to include a bundle with hundreds of fantasy minis. Given the number of people who complained and the fact that they are making a point of excluding them this time around, I suspect they recognized the mistake and are fixing it this time around. I suppose it's also possible they've already printed most of the sci-fi/ chronoscape minis also.
If the line is doing well, then an add-on or second reward makes a ton of sense and is far less wasteful.
This attitude was fairly prevalent among a big chunk of backers. I personally dont understand it. The bones kickstarter was a rediculous deal. You paid for 60 or so minis, you got over 200. If a handfull of the added on minis were ones you werent going to use, whats the issue? They were essentially free. Why fret over getting for free something a chronoscape fan would enjoy? Chronoscape was the 20th stretch reward. The Marines came 4 rewards later, and the nova corps and zombie hunters were in the 30's. There was tons of free fantasy additions to the vampire between them all.
Not a complaint about value so much, but IMO it was wasteful. They stamped out half a million sci-fi/ modern/ future minis, most of which will get binned or gather dust on shelves. Costs them money and provides no value to probably 75% of their audience. It doesn't decrease the value of the bundle, but doesn't increase the value either, it's just wasteful. I'd have rather Reaper just pocketed the $20,000-30,000 they spent printing them out. If they'd been an add-on, it would have been better all around.
Alchemist/ Master Chymst comes close too, at 17th level it has a +15 BAB and 5 levels of 'spellcasting'.
I think in both cases the compromises balance out the benefits. These classes all take the 'hit' from lowered BAB or lowered spell levels early on and deal with it throughout their progression only to benefit later in the game.
Here's a class I loved, it was the battle sorcerer variant from 3.5. It had 3/4 BAB and full casting but its casting was somewhat crippled by limited spells known. It was a very cool concept and one I wish Paizo had brought forward at some point.
I dunno, the war priest sounds pretty close to that. Especially if it happens to be full BAB. It's a holy warrior of any alignment.
I can't see any 6 or 9 level casting class having Full BAB. Particularly not if it has abilities other than casting. Not even if it's using the cleric spell list. It just doesn't make sense in terms of balance.
This wasn't one of those panels where they close the door and make you sign an NDA was it?
There tend to be more prestige classes in the campaign setting and player companion lines than the core rulebook line. Paths of Prestige has… 12? 15? I'm not sure. They are sprinkled through a lot of the players companions and even the campaign setting books.
There is a *lot* of overlap between archetypes and prestige classes and a lot between a new 20 level class that fills a niche and a prestige class.
There are a ton of items/ feats/ spells that benefit the new base classes. The thing is, the closer a class is to another class in abilities, the more overlap there is with other classes. Ninja are quite close to the rogue and benefit from most feats which benefit the rogue. They also benefit from monk items/ feats.
I personally prefer building feats/ items/ spells/ etc that are more general purpose. Rather than pen an item for ninja's, I'm more likely to pen one that works for ninja and rogues. Probably keyed to sneak attack or stealth. If I'm writing for summoners it's more likely to be something that benefits all spontaneous casters but in a way that favors the summoner. That said, there is a bunch of specific stuff in the books for these classes too. For example, a fair number of archetypes in the race guide were based on new classes.
I think it is mostly us old pathfinders who had a massive physical collection prior to joining PFS who are feeling major "d'oh!". Yeah the PDFs are not expensive, but the taste of re-purchasing all your materials for a noteworthy convenience in PFS play is somewhat bitter.
Really, you only need PDFs of the main hardcovers, carrying a few 32 page player companions isn't going to break anyone's back. This is particularly true since few characters need more than a a couple player companions.
Jonathan Cary wrote:
You never know, a +5 bonus on Diplomacy to gather information from left handed pottery workers in the east end of Korvosa might just save your character's life some day.