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So according to the Core Rulebook, swimming in stormy water requires a DC 20 swim check, and you can't take 10. That's the toughest swim DC listed there.
However, when talking about creatures with swim speeds, it says "It gains a +8 racial bonus on any Swim check to perform a special action or avoid a hazard."
What special actions or hazards require swim checks? How high would those DCs be?
I'm asking because I made a half-elf PC with the Water Child alternate racial trait from the Advanced Race Guide, which gives a +4 racial bonus to swim and lets me take 10 in all circumstances. So once I hit +10 bonus, I'll be able to take 10 to hit a DC 20 without rolling. So is there any reason to take more skill ranks in swim after I'm at +10? It just seems like I'll able to insta-succeed on any swim check, if 20 is the highest DC.
Jared Thaler wrote:
If you read John Compton's posts early in this thread, that does seem to be his response to the Deific Obedience feat. Of course, he says that the PC has to choose the less evil route towards doing the obedience, which would avoid any possible consequences.
Jared Thaler wrote:
Not to mention that rangers don't require a deity.
You're missing Atarlost's point.
Oracles almost never take condition removal spells as their known spells. If they did, they'd never have anything else to cast. On the other hand, a cleric can prepare whatever spells they want for the day. If someone comes down with a disease, curse, blindness, etc, the cleric just prays for that spell the next morning and casts it. The oracle would have to fill up their known spells with condition removals if they wanted to have the right one for any situation.
Taking a concept character into Bonekeep is like picking Betty White as your quarterback for the Superbowl. It's a cute idea that is going to get everyone on your team creamed.
Depends on what you mean by "concept character", and how effective the rest of the team is.
When I played Bonekeep level 1, we finished with max rewards, and nobody died, which is relatively rare. I have since decided to give up on the PC that I played in that one. It was an odd multi-class roguish concept that I just never got to work as effectively as I wanted. But the one thing I did well with that PC happened to be exactly what was needed for our group in Bonekeep: trap finding and disabling. He didn't help as much as I wanted in combat, but I was with enough overpowered PCs that it didn't matter.
In the case of the Chosen One archetype for paladins, the familiar is required to worship a deity, and gets a domain ability based on what that deity offers. But that's a pretty special case.
In general, most animal companions don't have enough intelligence for that. But if we're only talking about the ones with int >= 3, then I don't see why not.
Not from a game, but related.
The phrase "God bless America" came up in an internet discussion. Someone jokingly asked "What exactly happens when God blesses America?" My response: "America gets a +1 morale bonus to attack rolls and saving throws vs fear."
I'm not sure if anyone got the joke (it was in a non-gaming discussion group).
As much as some of the old faction missions were silly, pointless, or downright nonsensical, I still miss them.
They helped get combat focused players to pay attention to room descriptions and NPCs outside of combat. They provided regular direct contact from your faction leader, so you'd actually know something about that NPC's personality. Some of the faction missions were actually plot relevant.
And some of them were just friggin hilarious, even when they made no sense. Or maybe I should say, especially if they made no sense! ie "I do this for Taldor!"
I don't know why, but Taldor always seemed to have the goofiest faction missions. Other than that famous quote, I also remember the one from part 3 (I think) of Eyes of the Ten, which was just as weird and fun. Or the first part of The Devil We Know, where you have to push a guy off a ship into the bay, to embarrass him - I had to do that with my 7 strength gnome sorcerer from Taldor.
GM Evil, I hope everything's ok. If there's too much going on at home, and you need to cancel the game, I'm sure we'll all understand.
Kaa, my nagaji hisses when he speaks, too, so I'm kinda used to it.
I don't think I've ever been a table with two tengus before. It made me consider the plural of "tengu", and it just seems like the singular and plural of the word should be the same, with no "s" on the end. But I just checked the Advanced Race Guide, and it clearly uses "tengus" as the plural of "tengu". That just sounds wrong.
Speaking of race names that end in vowels, I just noticed that the ARG says the plural of "nagaji" is "nagaji", but the plural of "grippli" is "gripplis". I wonder who made these decisions.
Nosig, that surprises me that NOBODY in your area joins in on the skill stuff. I know there's frequently one or two players at any table who are just there to murderhobo the bad guys, but around here, "aid another" rolls on skill checks are more common than attack rolls. You get into a social situation, and everyone's trying to assist, even if it's just for the comedy of seeing how badly the 5 charisma dwarf can fail.
If the event listings here had features worth using, it would get use. Local groups around here use Warhorn or other web sites to coordinate, then just post the results here on Paizo.com.
But as mentioned above, your best bet is to tell us here on the forums where you're located. There will be somebody in your general area who should be able to tell you what's going on in your area, even if it's just to say that they know there are no groups near you.
DM Livgin really nailed it. If you're not participating, then you're making things harder for everyone else. In some cases, that's not a problem, but as others have mentioned, the presence of one more PC at the table can up the difficulty when it comes to average party level, 4 player adjustments, etc. Everyone should have something they can do in combat, even if it's not damage.
I have a cowardly sorcerer who is afraid of violence, and doesn't have the ability to do HP damage to enemies. He doesn't own a physical weapon, not even a dagger. He doesn't have any direct damage spells. Nobody's ever complained about having him at the table. He tosses out Haste in the first round of every fight (mostly so he can run away faster). While he cowers behind the meat shields, or sometimes runs around a corner to get away from the fight altogether, he'll look in on the fight and toss a Glitterdust or other spell in every round to help his companions.
I also have a pacifist warpriest of Shelyn who would rather redeem intelligent enemies than kill them. His goddess's favored weapon has reach, so he uses his glaive to trip, disarm, and sunder without provoking attacks of opportunity, then asks the weaponless enemies on the ground if they'll surrender. If not, he'll bash them with the flat side of his glaive (non-lethal) until they're unconscious. He'll get Improved Trip at level 3 (he's only level 2 now), and upgrade his glaive to merciful when he can afford it (probably around level 7 or 8).
There are plenty of ways to do unusual concepts other than the typical murderhobo, while still contributing in every aspect of the game. Both of my PCs I described above have social skills for non-combat situations.
Ok, those were some pretty obvious hints. Of course, I already had another PC that I wanted to run through that adventure, since she's a native to that part of Qadira (sylph who grew up in one of those genie-kin communities). She's only level 3 right now, though, so I was waiting to play it until I reach level 5 with her.
So I'd probably want to GM it with my sword wielding nagaji battle oracle after playing it with the sylph. Of course, that's after GMing the first scenario to get the sword for my oracle, which I haven't done yet, and he's already level 5.
baron arem heshvaun wrote:
Ironically, this reminded me of a line from an earlier comic:Roy: "Where were you?"
Belkar: "Taking the biggest dump since Elan assigned his intelligence score."
Then I thought about it, and realized that was actually when Belkar met Bloodfeast for the first time.
So I played (and loved!) the scenario with the intelligent sword on the chronicle sheet, and I've been wanting to GM that one for a while. I even know what PC I want to put the chronicle on, since he has the right alignment and uses that type of weapon already, anyway.
Here's my question: The weapon is broken, and I seem to recall back when this adventure was new that there was no way to ever repair it. Thus, it would be a pretty subpar choice compared to the normal progression of getting a magic sword and upgrading it as you level up. Which sucks, since it's such a flavorful choice.
Is there any way to repair and/or upgrade that sword these days? Or is it still just a broken sword that can't be fixed, making it a downgrade to the +1 sword my PC already has?
I'm even more convinced now that Scruffy's a companion animal. He's got pretty good HP, too. The familiar would have lower HP, even though he's slightly higher level (Belkar multi-classed, while V is pure wizard). And the tiger, despite looking the toughest, is just a pet, so he's actually got the lowest HP of the 4 animals, which makes perfect sense.
Something that occurred to me about this archetype: How quickly can the familiar use Lay on Paws?
It's supposed to be like the paladin's Lay on Hands, so that would normally mean swift action on yourself and standard action on anyone else. So I'm assuming the familiar can swift heal itself. And I'm assuming both the familiar and the paladin can take a standard action to heal the party's wizard or barbarian.
But what about the paladin and familiar healing each other? Is that a swift or a standard? Given the way characters and their familiars generally share class abilities, do they count as "self" for the purposes of Laying on Hands/Paws as a swift action?
Christopher Rowe wrote:
Well, sure. I have a few options, too. I was just reacting to the "most people" language. What I do personally and what other high-information voter types who frequent these boards do personally doesn't necessarily equate to "most people," even in PFS, at least--and this is the big caveat, of course, in my experience. Could just be that my local area and regional cons are anomalous in this regard.
"Most people" was probably a alight exaggeration by whoever originally said it (I've lost track). But there are a lot of players that do bring multiple PCs and decide which to play when they get to the table.
As I said, at my local store, it's often 1/4 to 1/3 of players who are willing to play either subtier, depending on who else shows up with what level PCs. That's not a majority, but it's a pretty significant minority. And even within a subtier, a lot of people bring multiple PCs, and adjust based on need. Just yesterday, I was at the low tier table of a 3-7, and two people with level 5 PCs were both saying "I can switch to a level 4 if it'll keep us from having to play up."
I suppose the only flaw in this is that one time, one of the developers said that every character was bisexual.
That comment has been taking completely out of context. And it was probably worded poorly in the first place, which didn't help.
The point he was trying to make was that NPCs aren't locked into being gay or straight. The GM should feel free to make them whatever sexuality works best for the individual campaign and playing group.
So he wasn't say that every character is bisexual in every campaign. He was saying that every character has the potential to go either way, depending on the group playing that adventure, and what would make for the most interesting story. Or, since we're discussing it here, some of them might be asexual, again depending on what's best for the story being told/played out by the group.
Here's my PFS battle oracle. I had a couple of boons on this guy that gave him extra stuff you don't normally get, so don't try to do the math. PFS is 20 point buy, but he got a bonus from a boon, and I also got a 3rd trait from a boon.
He's probably not the most uber-optimized. I probably could have settled for 14 cha, since I'm just using casting to buff, and that would have given me more points for elsewhere. Also note that two of my traits help compensate for the low wisdom by giving me bonuses on will saves and perception.
My only feats so far at level 5 are Power Attack and Extra Revelation (x2). I list Weapon Focus as a feat, but I got it from the Weapon Mastery revelation, not from taking the feat. I'm planning to take Extra Revelation at least 2 more times. In fact, I can't remember off the top of my head what other feats I was considering, which is why I have them written down somewhere. But being PFS, this guy will retire after level 11, so I don't need to save any good revelations to take at higher levels, and many battle oracle revelations are better than feats.
I just played him yesterday, for the first time in over a year (the down side of having too many characters in PFS), and I remembered how bad his saving throws are. I was saving up for a +2 strength belt, but I now have 3k gold after yesterday's adventure, so I think I'll upgrade his Cloak of Resistance from +1 to +2 first. He's more of a tank than heavy damage dealer, by design, so I need to do stuff like that to help him survive to tank another day.
Natural 1's don't auto-fail, except on attack rolls and saving throws. For some builds that cast on the front line a lot, such as a melee magus or "bad touch" cleric, boosting your concentration check and always casting defensively is standard practice.
For instance, my level 4 "bad touch" cleric has the Focused Mind trait, and Combat Casting and Uncanny Concentration as his first two feats. He's at +16 to cast defensively at level 4, which means he doesn't have to roll for level 1 spells. This also applies to spell-like abilities, such as his level 1 domain abilities, both of which he uses on the front line all the time, which is a large part of the point of the character.
By level 5, he'll be able to get a wisdom headband, so he'll auto-succeed on level 2 spells, too. I think I worked out that he'll never need more than a 3 on the die to succeed on his highest level spells. Given that this is for PFS, and I always have a shirt reroll available, I should be able to avoid ever failing.
Christopher Rowe wrote:
Wai, are you saying most PFS players wait until they're at the table before deciding which of their characters to play? Because that doesn't map onto my experience at all.
Happens all the time here. We frequently have enough players signed up for 2 tables of an adventure, maybe even 3 on the newest season 7 stuff. When people show up, we split into high tier and low tier tables, and generally a third to half of players are standing around going, "I can play either tier, so I'll wait and see what everyone else brings."
They're in the Pathfinder Society Field Guide. I'm not sure if there are any in other books. Maybe the Primer?
I think I want to play the most mechanically stereotypical bard but I know jack about building bards. Help?
I've had fun with my gnome prankster bard in PFS.
I put my first versatile performance in perform (comedy) and use it for intimidation to demoralize enemies in battle. Combined with Dazzling Display or Blistering Invective, and you're debuffing groups of enemies pretty effectively.
And the Mock bardic performance is a nice debuff which stacks with shaken, so you can effectively give enemies -4 to hit. Your party will thank you.
He's got other debuff spells, too. Sometimes, he buffs, but he really shines when debuffing things with minds. The last time I played him, he actually saved the party from a TPK with Hideous Laughter, of all things. Half the party was unconscious, and I took the BBEG out of the fight for 3 rounds - long enough for us to heal and go back on the offensive.
If you've got a good group of local players and a GM willing to play along, she should go into labor in the middle of a game. That could be fun, if done right.
Murdock Mudeater wrote:
And herein lies the problem. If you think that any lawful PC would automatically assume that any non-lawful creature is a "bad guy", then you clearly don't understand the alignment system.
Yes, there are lawful extremists who think chaos always needs to be destroyed, as noted by Percy Footman, above. Hellknights and devils think that way. They're the exception, not the rule.
As Paul Jackson pointed out, in most cases, including most fiction throughout history, and most of the Pathfinder campaign setting, law vs chaos is a minor philosophical disagreement that rarely leads to violence. If you read any of the Pathfinder books that describe the relationships between the gods, you'll see that the good gods mostly get along, with some of the lawful good and chaotic good deities even being friends.
As specific examples, I have two paladins in PFS, both in the Silver Crusade. One thinks that being honorable and good is the only reasonable way to conduct oneself, and tries to be an example for other Pathfinders and encourage them to be more lawful and more good if they aren't. But that encouragement isn't in the form of preventing the other PCs from doing things (unless they're trying to do something very blatantly evil). It just takes the form of chastising them for dishonorable behavior.
The other is more laid back about such things, and would look on allies using chaotic methods with a "Well, that's not what I would do, but as long as you're helping the greater good, I don't have a problem with it". Two very different personalties, but both perfectly normal ways of handling a lawful good alignment, without falling into "lawful stupid" territory.
The Archives of Nethys is a great tool for finding stuff that you want to use on your characters, and pointing out what book to find it in. But yes, you do still need to buy the book, either as a hard copy or pdf.
You don't have to print an entire pdf to use stuff from that book on your characters. Personally, I use too many books for things on my PCs to carry that many books to game days, so I love buying them as pdfs. I have a folder for each of my PFS PCs, containing the character sheet, chronicles, Inventory Tracking Sheets, and printouts of whatever pages I use from various books for mechanical stuff on that PC.
Of course, if you're playing a rogue, the obvious tactic of just buffing your acrobatics through the roof and using that to get into flanking position is the old standby. Obviously, the rest of your party will have to help provide flankers for that to work.
That and really high init bonuses (dex, Reactionary, Improved Init, ioun stone) to catch enemies flat footed for early sneak attacks even before you're in flanking position.
And Two Weapon Fighting, of course. More attacks = more sneak attacks. And it works with thrown daggers against those flat footed foes in the first round of combat.