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Inspector Pendergast wrote:
That is definitely incorrect (unless there's been an FAQ or something), since the Investigator's writeup says they prepare spells "like an Alchemist".
The use of spell trigger items has nothing to do with how someone prepares spells.
Read what The Fox quoted above ^
As it stands now, Investigators cannot use wands like Alchemists can, due to the missing language in the Alchemy class ability description.
Irwin, the Gnome wrote:
Also, Investigators cannot use spell trigger items without UMDing.
Though I keep hoping this gets errataed if and when they come out with the advanced class guide errata.
here is the whole list, reordered by who gets what:
Wow, I thought it was just the Inevitables that got hosed for options... but it appears like all the Good-aligned forms (except Agathions) did as well.
Definitely alot of love for the Evil over the Good when you look at the list from this PoV
And really, Rend should not be listed under 'All' as it requires claws... so should be listed under those that can get claws.
How about one of the dwarves during their quest for the sky... so coming up from the darklands to the surface.... just make sure you got stoned before the sky citadels themselves were all created, else you'll have a hard time explaining why you don't know where those lost ones are. =)
Besides, if the statue is underground, it offers a good explanation why it managed to go undamaged all those thousands of years.
The inclusion of an Inevitable subtype was kinda of nifty...
Makes for all sorts of fun character concepts...
Until you notice that it was not included in ANY of the evolutions that are only available to certain subtypes. So you can select almost nothing to help customize it to fit any of those concepts.
Horribly thought out.
OK, I realize that the NPC magus is not available in the pregen download...
But according to the additional resources, the 1st level iconics from the NPC Codex are allowed...
So the question is, does Seltyiel's stat block show up on pages 274 to 297 of that book? (Don't have it myself, so can't look) =)
Noticed they did not change the wording on grab to follow the regular grab rules.
Had hoped they removed the the cost for slam if using it to replace the starting claws. It was bearable with a few more evolution points to throw around, but hard to stomach with the lower evolution amounts.
Interestingly enough, the Reach evolution can not be selected more then once... (It does not have the 'can be selected more then once' language)
Some have mentioned not needing the Mount evolution to ride an eidolon... The Mount evolution allows you to treat the eidolon as 'combat trained'... if you don't have that, you will be having a very hard time using it in combat at all... for more than just a -5 to ride checks (waste a move action *every* round to do a single standard action... and if you fail the ride check, no action at all).
Is it just me or are a lot of the evolutions not allowed to the Inevitable Subtype? lessee... in the 1 or 2 point range: they cannot select: Bite, Claws, Mount, Pincers, Sting, Tail, Tail Slap, Tentacle, Gore, Poison, Trip
The loss of variety is noticeable reading through all this stuff.
Pretty sure this feat is not legal in PFS... unless something in the unchained book opens it up for eidolons? (which was not true up until now)
Only humans get an ethnic language for free, so you would need to learn these languages using linguistics ranks.
Although its true that only humans get the free ethnicity languages, I don't think the rest of this statement is right. They can still pick them with bonus languages due to high intelligence.
The PF Guide to Organized Play states:
"If you have a high Intelligence modifier, you may select bonus languages from those listed in your race's entry in the Core Rulebook and the Modern Human Languages list (The Inner Sea World Guide 251)."
The blog states they overlooked this bit, and that the languages in the blog would fill in for the Inner Sea World Guide for the language availability in Core.
So as a halfling, due to his 14 int, he can select two languages from elf, dwarf, gnome, goblin, or any of those modern human languages listed in the blog.
The rank in Linguistics then allows him to select other languages from that list as well as any of the other languages in the Core book or from other languages listed in the blog (Ancient and Other)
That's my interpretation anyway.
The wear of the cloak is large and a Magus would love to ride him in order to be able to move an full attack. That is standard with a mount but can a manta ray be used and are there rules for intelligent mounts?
I just want to stop on this for a moment for a slight derail:
I've seen lots of folks who seem to think they can use a mount for free pounce type effects... ie: it moves you to the target on its turn, then you get a full attack, once there, on yours. But that's contrary to the mounted combat rules as far as I know.
Am I missing something, the rules for Mounted Combat say that if you're mount moves more then 5', you only get a single attack (with melee weapons, at least).
Or is something else in play here?
The last chapter (or was it next to last?) in the Shackled City adventure path for 3.5 had a big set of adamantine doors in the bad guys' lair ... I knew as soon as I read it that at least one of my players would be doing math in his head as soon as I described them.
This particular set of doors had a constantly resetting disintegrate trap attached to it, but still...
Luckily, was a very strict time limit on the players at the time, so they couldn't try to scavenge them at the time, and they didn't get the chance to come back later.
Just be aware: neither the gun nor the rapier are a light weapon.
So a question for those in the know:
On the session reporting section of the web site on the MyPathfinderSociety page, the GM/Event Coordinator tab where it shows the Events you have registered, I have two events.
One of them, I created for home games some time ago. For that event there is an additional link that says 'Download session sheets' which creates a handy pdf file with session reporting sheets, with the event code and name prefilled in. 3 such sheets to a page.
The other event, however, does not have this link, or any obvious alternate way to create these session sheets. I recently created this event (after the recent changes to the site), which might be relevant.
Anyone know why it exists for one event, but not the other? One is private, while the other is not... other than that, and when they were created, they don't seem different.
It does not seem to be a quick fix, even if you send a message to customer support.
Which is a shame since, given how the reporting works, the character becomes basically unusable until it is fixed, or else you just propagate the error to other folks.
I miss the 'show all scenario' button that used to show under reporting.
It is annoying to have to add every scenario to your event ahead of time.
Though the Core/Regular separation has necessitated the addition of a few extra steps here and there I suppose.
Frozen Fingers of Midnight perhaps.
Also recall going up into some snowy sections in one of the Quest For Perfection scenarios, though don't recall if there were actual issues with the cold or not.
Wouldn't recommend using throwing weapons for a ranged attack if you have a negative strength modifier.
Use a crossbow like a proper dwarf! You get to ignore encumbrance penalties for the most part, so weight shouldn't be an issue.
And what the heck is a shortstaff? Give him a proper warhammer... or a battle axe!
One rule that seems to come up a lot is elves thinking they are automatically proficient in elven curve blades due to weapon familiarity.
Explaining to someone that their (rogue/inquisitor/bard/et al) also need to be proficient in martial weapons, and that being an elf is not enough, leads to lots of disappointment.
Actually, at level 9, the party would be silly for walking into a deathtrap without some means of restoring the dead. Letting the level 1 aristocrat housewife die, then carrying her body to the finish line and using raise dead would be a mostly painless way of completing the escort mission.
Wouldn't they still be dead? The negative levels from the raise dead is an issue when you only have 1 HD isn't it? And restoration has too long a casting time.
As mentioned, without Charge Through, the target of your charge is the target of your overrun, so you can't charge over allies.
With Charge Through however, you can charge over allies... but unfortunately, the prerequisite for Charge Through is Improved Overrun.
And Improved Overrun has the following bonus: 'Targets of your overrun attempt may not chose to avoid you.'
So yes, Charge Through will let you charge over allies to get to your foe... but they can't get out of the way.
So, to summarize: No, you can't use Overrun to move over allies and just have them safely step aside =)
But since Charge Through takes 3 feats (Power Attack, Improved Overrun, and Charge Through), that brings us back to the afore mentioned Dragon Style, which only requires 2 feats (Improved Unarmed Strike, and Dragon Style)
The investigator would not be proficient in the elven curve blade.
This would only work as a GM boon (unless you did something with pregens)... but
Something that would allow you to apply a chronicle to a PC who has outleveled the chronicle in question.
So you could apply a 1-5 chronicle to a level 7 character... perhaps losing 1 point of prestige in the process.
I'm a little unclear what the 'fair ruling' is?
I'm one of those affected by this change.
I had a PC working towards mystic theurge... and was currently at cleric2/wizard1. But had not gained the MT level yet...
Now, he can't gain go into MT next level at all.
OK, I could deal with that. But I can't retrain my character either?
I would never make a MT if I had to do it the old way, there's a reason it was rarely ever done. And a multi-class cleric/wizard? People don't do that for a reason too.
What was my fair option?
Or am I missing something somewhere?
Have mentioned this before, but will do so again:
A boon that allows you to add the effects of the Create Reliquary Arms and Shields feat from Ultimate Magic to a single armor, shield, or weapon item for the appropriate cost (+x gp or y Prestige). Item, and god dedicated to, recorded on the sheet, of course.
PC party vs NPC party can be quite dangerous at level 1.
Basically, you're pitting 4 1st level characters vs 4 1st level characters.
Just basic math says its a 50/50 chance of a wipe. Things like initiative and dice luck suddenly become a lot more important. Not to mention surprise and terrain issues. And one bad PC decision can have a greater then normal impact.
This is why the NPC's in this particular scenario have such horrible tactics, or they will wipe out even the non-core groups a lot more often then you'd think. I've seen GM's throw the tactics out, cause they are so bad, then nearly wipe out the party because of it.
It is unlikely this is a core problem.
Dealing with swarms would be fine, if their touch AC's were actually mimicing the size of what you're trying to hit.
The mere fact a level 1 character, could spend all of their starting wealth on alchemical items, and still fail to kill a CR 1 swarm, due to not being able to hit the touch ac, is a problem.
If the same swarm had a touch AC modifier for a large creature (as it rightly should) this problem would go away and the low level PC's would have a chance to fight something they supposedly prepared for.
I agree that this seems a fundamental error in the design of swarms.
And part of what makes them suck so badly for low level players.
The fact you are not allowed to target an individual creature sort of implies that the individual creature size bonus shouldn't apply.
Hmm... In theory, the 5th level spell Control Winds could take out an army.
At CL 15, the area of effect is roughly the size of 4 football fields (600' radius). If your army could realistically be in an area that size, then you can easily wipe them all out with one spell if its a windy day.
You just need the right caster level, and ambient wind conditions to get up to Tornado level, and its game over for most human-sized targets.
You're talking 6d6 damage per round for 1d10 rounds... that averages about 115 damage.
Go with the updraft variation ... and since it lasts a two and a half hours, even if they survive the first 1d10 rounds, they're still inside, and likely to continue getting sucked in.
Add in various metamagic effects, or multiple castings, and it gets even worse.
In theory =)
Remember that the ghost will have no material components... so if you want a spellcaster, make sure you give it eschew materials. Even then, that only covers the mundane stuff.... no spells with expensive components.
Have said it before, will say it again:
1 - allows a save (targeting what is usually the good save)
As it stands now, its almost never helpful to cast it, and is a waste of a spell slot.
This spell really needs to be given the force descriptor (to negate item 3 above) to make it at least have a chance of doing what its designed for.