While your math is unimpeachable, according to the rules of the game, the first diagonal square counts as 5 feet, the second as 10, so by RAW you can 5-foot-step diagonally.
See also the reach-weapon AoO argument.
Dave gets extra credit for summarizing 70 pages of story in character. :)
We were iced in today, so I spent the day making pancakes, decorating the Christmas tree, and otherwise entertaining my husband and kids.
Re pacing: You have, in fact, reached a point where things are starting to escalate (meaning yes, more combat), and Saul will be giving you explicit "group missions." A lot of what you guys have been doing is meeting the dramatis personae -- enemies, allies, victims, and suspects -- as well as getting acquainted with the various storylines unfolding in Riddleport at the moment. Sorting out which are relevant to the main plot and which are sidequests is part of the challenge.
Also, no one's going to get onto me for 'Wolverine?' ;P
Dax Thura wrote:
Bewitched? I Dream of Jeanie? You're showing your age with those. I'm showing my age by not only getting the referrences, but also remembering the episodes.
Hey, I didn't say I watched them first-run in prime time. They've been all over syndication for decades. ;)
We last leveled up in September of 2012. It was just before the party reached Kalabuto, so we've had the assassins who killed Jask, the Mzali warriors, the giant vampire monkeys, the spriggans, and the succubus. I think that's everything we've fought since then.
It's like Seoni suddenly exploded into a succubus.
Thank you! I wondered if I was the only one who immediately thought 'Seoni's evil brunette identical twin a la Bewitched and I Dream of Jeannie.' Same dress, same tattoos, same anatomy not found in nature....
As of now, everything's happening simultaneously again: Braddon, Gristav, Malkith and Snake upstairs in the dining room with Larur and Samaritha, and Phil on his way up there with Saul, Bojasc, Tendal, and Daynadrian. Thuvalia is the only resident of the Gold Goblin not accounted for in either location at the moment.
The problem with Crypt of the Everflame is the built-in timer: Makes the players feel like they have to keep pushing forward to rescue the hostage instead of stopping to rest like sane people. (Hollow's Last Hope actually has the same trope of racing against the clock or innocent people will die.)
There are some difficult encounters in there for 1st/2nd-level PCs with nowhere to resupply. I toned down the
Spoiler:and removed the
Spoiler:entirely. The module could benefit from strategic treasure placement:
Give the PCs the +1 weapon before the shadow room so they don't have to find/retrieve the weapon while being Str-drained, and provide a stash of alchemist's fire to handle the swarm. One shouldn't count on low-level PCs having area of effect spells prepared (and not already cast by the time they're surprised by bats).
Crypt of the Everflame was actually written as an introductory dungeon. It's longer than Master of the Fallen Fortress, but I find it much more interesting. (Just my opinion.) As the first module produced for the Pathfinder ruleset, it includes most of the basic mechanics of the game.
Hollow's Last Hope, as Pax Veritas suggests, is a fantastic adventure as well (also better than Master of the Fallen Fortress, imo), but it's written for the 3.5 ruleset and might cause some confusion if you're not prepared to convert it (i.e., asking for Spot checks instead of Perception). It is, however, free.
Go to Your Account, select Edit next to the alias in question, then click Change next to Avatar Image.
EDIT: Oh, wait, you said PFS character. Go to Your Account, scroll down to Pathfinder Society, click Make Changes, click Edit next to the character in question, then click Change next to Character Image.
Light's the equivalent of torchlight so the radius just follows his pebble around. You'd need a bull's-eye lantern or something more flashlight-like to say Look over there; that's the Gas Forges.
That said, if you've a plan, feel free to broach it to Snake. It's not like the two of you can get any wetter at this point.
Phillip Hargreaves wrote:
No one is so lonely as the Cleric taking 2nd level as far as character choices go.
What makes it worse is that she gets additional channel dice the same level she gets access to the next level of spells ... so you really get nothing on the even levels. The rogue alternates rogue talents with additional sneak attack dice so you feel like you're actually accomplishing something every time you level up. I don't know why they didn't make an effort to stagger the cleric similarly. Even the wizard and spontaneous casters feel like they get something for leveling up because they get to pick their two new spells. Cleric, it's just 'roll for hit points.' :P
I suppose that the people who say the inquisitor is a cleric/rogue hybrid see the rogue's niche as "lots of skill points" and the cleric's as "able to use a wand of clw without a UMD roll." If you're coming at it from a strictly mechanical point of view, it makes sense.
Phillip Hargreaves wrote:
Skill gentrification has made it a bit harder on the Rogue with Disable Device though - as with trait anyone can have it as a class skill,
FTFY. The only trait I've found that gives Disable Device as a class skill is Vagabond Child (Urban). (If you know of one I've missed, please dish; there are only so many street urchin backgrounds I can stomach.) The only other way I know of to get it is to dip a level of Rogue or Urban Ranger. Disable Device, for whatever reason (probably a half-hearted attempt at "protecting the rogue's niche"), is one of the hardest skills to get a +3 to.
Phillip Hargreaves wrote:
and trapfinding on it's own really doesn't do much for you (especially since most archetypes give it up as well).
Yeah, while the old-school restriction that no one but a thief can find and disarm traps went too far (particularly with trap-heavy old-school dungeons that basically required a thief in the party), watering down Trapfinding to a skill bonus goes too far in the other direction, imo. And, as you say, virtually every rogue archetype trades out Trapfinding, which leads one to question exactly what the developers see as the rogue's niche. Sneak Attack, I suppose. But even if you're able to tumble around and get in flanking position every round, or have party members who will help you do so, you're still not doing the damage at mid- to high-levels that a class with full BAB and Power Attack does without even trying and takes a much greater risk getting into position with fewer HP and lower AC.
Rogue talents definitely make the rogue more exciting and versatile, but with point-buy you have to choose between being good at Sneak Attack or being good at finding and removing traps. You can't cover all the rogue class abilities competently; you're forced either to specialize or to settle for being middling at everything and good at nothing.
I wonder if 3.x has given away enough of the rogue abilities for anyone to buy that it might not be better to eliminate the class and just have roguish archetypes for other classes. Archaeologist is almost there for bard, if they'd only give you an option to pick up Sneak Attack; that would be your magicky rogue. Urban Ranger's a combat rogue. Slayer, Investigator, Ninja, Detective, Swashbuckler: They all trespass pretty blatantly on what used to be rogue concepts. Errata by obsolescence?
Phillip Hargreaves wrote:
I tend to gravitate to skill based classes mostly. I feel trapped even when I need to go down to only 4+Int.
I tend to find that I either have too many skill points for my concept or not enough. Clerics are rough, because they're ostensibly an educated class, but they don't have the skill points to model their training, particularly since Int doesn't do anything else for them. And while they have high Wisdom, the most useful Wis-based skill, Perception, isn't a class skill so it feels like a waste to allocate a scarce skill point there. Witch is difficult as well, although at least Int is her main casting stat so she gets bonus skill points that way.
Phillip Hargreaves wrote:
Mmmmm.... pies.... I make a mean Apple and Rhubarb pie (albeit still with store bought pastry).
I made a pumpkin and a coconut cream. I always make my pie crusts from scratch. I tried the frozen kind once to save time and regretted it deeply.
Phillip Hargreaves wrote:
You'll be pleased to find out that google had to be resorted to regarding sine qua non :P
Yeah, well, you returned the favor with enthalpic. ;)
In re class tropes: I started playing in 2e, and the group that taught me the game relied heavily on a standard party make-up: Melee Guy, Healer, Lock-Picker/Trap-Disarmer, and Ranged Guy, in that order. (Interestingly, not Magic-User: with a d4 hit die and limited low-level spells, no one ever wanted to play one.) But both the guys who DMed back then loved playing thieves when they were players, so you could guarantee that you'd need someone to Climb Walls, Open Locks, Find/Remove Traps, Move Silently, and Hide in Shadows -- and other character classes simply couldn't do those things in AD&D. Other classes can climb now (and since it's Str-based, fighters are better at it than rogues which just seems wrong to me), and other classes can be stealthy, so Disable Device is the core rogue mechanic in my mind.
I've played several thieves/rogues. They always felt to me like the MacGyver class, the ones who use imagination and creativity to find a way forward other than smashing the other guy with a weapon repeatedly. Particularly with the advent of the skill system in 3.x, they were a toolbox, not just a big stick. Damage, rinse, repeat has always bored me. I've only ever really had two combat-oriented PCs that I enjoyed, and they both had enough personality quirks to keep me amused in spite of the combat.
As for clerics, obviously, Healer was one of the Big Four. You could get by without ranged weapons if you had to, or arcane magic, but not without a healer. My husband pretty much always played the cleric because no one else wanted to. He'd usually play two PCs: one support healer and one who actually got to do something fun.
I play a lot of clerics ... but only since Pathfinder. Channeling was a game-changer for me. It meant you could do something other than save all your spell slots for cures. Anything without channeling doesn't fill the primary healer role for me. The only other healing class that approaches being able to heal and do something else interesting is the Healing Hex witch, and a four-encounter day forces her to learn cure spells too, or rely on consumables.
I definitely appreciate the customizability that domains (and negative channeling) provide. One of the reason I never played clerics before Pathfinder was that the first PC I ever played was a cleric, and I never saw any reason to play another: I'd already done it. Too many of the domain powers are boring, though: Using a standard action to give someone a +1 on attack rolls or saving throws for a round is pretty lame. (And, yeah, it scales up with level, but most of my PCs are never going to get there. I don't think I've ever played a character past 6th or 7th level so anything they gain access to after that doesn't even enter into the equation.)
And that empty progression table! All they get as they level up are more levels of spells and more channel dice: necessary, but not very exciting. I wish they got class features like rogue talents or rage powers to make them more interesting. Especially when every cleric has access to every spell every day, they could use something to distinguish one cleric from another: wizards at least have different spells in their spellbooks.
It's the armor. Studded leather gives you a +3 armor bonus, so the +2 from the bracers doesn't stack. You can't wear bracers with armor; you only get the higher bonus. (The buckler gives you a shield bonus, which is different and does stack with armor or bracers.)
Like I said, to stack with armor, you need a ring (deflection bonus) or amulet (natural armor bonus).
Is your PC already wearing armor of some kind? Because the armor bonus from bracers doesn't stack with the armor bonus from armor. You'd have to get a ring of protection or amulet of natural armor for that. Bonuses of the same type don't stack.
That's the right box. Check it and look at your AC in the Basics column (below hit points and encumbrance and above Initiative); it should change when you check and uncheck it. It doesn't show up in the armor tab because only actual armor and shields show up there.
Yes, Joana, that is what I was talking about - you don't need to run off to find a cleric to cast restoration to remove the (currently temporary) negative level because you get an easy saving throw to shake it off.
Ah. I've never gotten far enough to worry about the lingering aftereffects. The only time I was in a party that met a wight (2nd-level, in a dungeon with 5-foot-corridors that prevented anyone from having line of effect), it ended the campaign. If we couldn't beat one wight with our front-liner, we had no chance against two wights without her.
There is no save to avoid a negative level. That's the save you roll after 24 hours to prevent the temporary negative level from becoming permanent. Negative levels are automatic on a successful hit.
Gristav and Snake, I'll have you back in action tomorrow.
Thanksgiving approacheth for us US-based posters; I'm not traveling so I'll be around, albeit busy, through the weekend. I'll give some leeway on the 24-hour rule for the duration, but if you know you're going to be unavailable, notification to that effect would be appreciated.
Mark, totally want to chat classes with you, but it's approaching 1 AM here. Maybe tomorrow while my pies are in the oven?
Have you checked scrolling up from your main alias to see if it's at the top of the list? In PbPs, whichever alias you post under moves to the top of the list for that thread.
If it's not that, I'd guess it has something to do with scrolling not working correctly. Xu Hanzhin is your last alias alphabetically; you're just not getting to the bottom of the list correctly. (No clue what might cause this; I can get to Zo, my last alias, for this post.)
Yeah, I've only ever played one Inquisitor, and it wasn't my own PC: I took over the character of a departed player until they got clear of the dungeon and new PCs could be plausibly introduced. But it definitely felt like a combat class to me: I mean, its core Judgment mechanic only comes into play during combat.
But two different people said that a Cleric-Rogue hybrid class was already extant as an Inquisitor. To me, opening locks is the sine qua non of the rogue's abilities and healing for the cleric. If it doesn't get Disable Device as a class skill and channeling, then it doesn't feel like either to me. (Obviously, others' opinions differ, but those are the two signature abilities I'm looking for in a Cleric/Rogue.)
The Inquisitors I've seen in play remind me more of a Ranger: secondary damage dealer stepping up to primary when Judgments are in play, tertiary healer/caster. Obviously, Phil's breaking that mold; he has more of a Rogue vibe than any Inquisitor I've seen in play. But he definitely doesn't feel like a Cleric, from this side of the screen at least.
Only because it was his turn; not because it's the moment of his untimely demise. Look, the new map's named Malkith! :)
Mark, twice now I've seen people comment in relation to the new playtest classes that Inquisitor is the equivalent of a Cleric/Rogue multiclass. Is that your impression of Phillip? If so, why? Is it just the extra skill points? Because I have a multiclassed Cleric/Rogue, and Inquisitor has never felt anything like her to me.