Just look at the zombie template. It tells what it keeps and what it doesn't.
From that no, it doesn't keep pounce since pounce is a special attack, and Fast Zombie template doesn't add it back.
Skeleton is the same, they both do retain extraordinary special qualities that improve offense or defense (like grab)
The new errata does let a titan mauler use large sized two-handed weapons.
Ultimate Combat errata wrote:
Page 30—In the Titan Mauler archetype, in the Massive Weapons entry, before the second sentence, add “She can use two-handed weapons meant for creatures one size category larger, but the penalty for doing so is increased by 4.” Change the beginning of the following sentence from “The” to “However, the”.
In the Phantom class feature section it says:
A fully manifested phantom is treated as a summoned creature from the Ethereal Plane, except it is not sent back to the Ethereal Plane until it is reduced to a negative amount of hit points equal to or greater than its Constitution score.
The Eidolon class feature it has:
An eidolon is treated as a summoned creature, except it is not sent back to its home plane until reduced to a number of negative hit points equal to or greater than its Constitution score. In addition, due to its tie to its summoner, an eidolon can touch and attack creatures warded by protection from evil and similar effects that prevent contact with summoned creatures
I can't find that caveat or anything similar for the Phantom. Is it intended for the Phantom to be nullified by a level 1 spell?
I am sure I am missing it, other wise it is a horrible omission.
The phantom has no clause that says it can touch creatures protected by spell/effects that prohibit summons creatures. The Eidolon has that clause but I can't find it under the phantom section.
Without out the class is essentially nullified by a level 1 spell.
No it is still in there under the "Table Variation" subsection of the "Game Masters" section:
dang it got ninja'd by Andrew.
This was my observations as the GM.
Arcanist - I didn't see the sorcerer tie in at all. No bloodline, no spontaneous casting, nothing like that. Some of the exploits were OK but you had to choose them like spells, and no way to spontaneously do a different one. Just felt like a wizard archetype.
Bloodrager - I liked the lack of spells, but I think it kept too much from the barbarian. Full rage, plus bloodline, and spells played out a little too much in my book.
Warpriest - Loved Fervor really made the class feel unique. I liked the Sacred Weapon damage progression, but I think it needs to be toned down and limited to 1 at a time. They can almost become better monks, getting near monk progression with any weapon.
Swashbuckler - Had some nice tricks. I loved the feel of the class except for 1 thing. It felt like the duelist prestige class for free, plus a buckler on top. He did get completely shutdown against a pair of large water elementals, but that is true for any precision based damage class.
I am going to send a link to this thread for the players to reply with what they thought.
No, if they choose to fight the minotaur before exploring the cave it is a full statblock minotaur. Otherwise it looses some stuff during the chase and fight with Janira. She greases the greataxe so it is gone and shatters the battleaxe so it is broken. The statblock at the end is correct if they fight it after exploring. If they fight it before use the normal minotaur statblock.
It needs something to make it pop. Kockout is great but comes WAY too late. I don't see a reason why this isn't a level 1 ability with a short duration (1 round).
I think Martial Maneuvers is what is holding it back, being able to give yourself a feat when you need it is cool, but the extremely limited uses with a fixed duration doesn't make it as strong as it sounds. I would personally scrap it and come up with something else.
I have the same feeling.
I like the concept of the design, but when I read it I don't feel like playing it.
My first character is a dwarf Fighter(Brawler), so when I saw brawler in the playtest I was happy. Then I read it, and lost interest.
I actually like most of the class, it just doesn't feel right.
This is what I don't like.
Martial Maneuvers needs more work. I like the concept but PFS GMs are going to hate this class as players waste everyones time searching for feats.
It doesn't feel like a "brawler" until they get knockout, awesome blow, and imp. awesome blow are great. Why can't knockout come earlier? Until 13th level just have the duration be 1 round like Stunning Fist. The earlier version of awesome blow could be an enhanced Bull Rush. Something like you get extra movement, or reduced penalty for moving multiple targets. Maybe let them "crit" with maneuvers to different affects. Something like that.
Sean K Reynolds wrote:
If they were printed in the US I would actually buy hardcovers. Right now I only purchase the PDFs.
Rules updates are in the Guide to PFS, there is also the FAQ you can check, Addition Resources will let you know what is legal from the different books, and there is also a clarification thread but I can't find the URL for it right now.
OK i ran this after Thanksgiving for a mixed group of 4 players. All fresh level 1s. Some new to role-playing all together and some new to PFS and 1 that plays PFS semi regular. Everyone had a great time, the mix is the great, the tips on running it different are awesome.
This is a great introduction to PFS.
Adam Mogyorodi wrote:
Questions about the armour: Is it upgradeable? Could a character eventually have it as +3 piecemeal armour? Can someone who has played high-tier buy the low sub-tier version?
Part A) According the rules for them I would say yes.Part B) Yes, the title on that section even says All Tiers.
A quick note on the Stat Block for the T6-7 Silver Slayers; I think their AC should be one higher. They have a +2 shield bonus for their +1 Light Shields, but the bonus for Shield Focus feat is not included.
Yes it doesn't look like the feat bonus was added.
Couple ways on how I plan to handle flying.
The canopy is just too dense and thick to pass through, and flaying under the canopy doesn't grant any bonus besides increased speed. (I think this is covered in the scenario as such)
When they get to the spot where they can flay over, it is only for that spot. From then on the map/directions of the elves rely on landmarks only visible from within the ground. So flying would hurt them as they would get lost. If that still doesn't deter them, if the elf is with them have them mention that Treerazor patrols the skys on occasion and more since the Wardstones failed. If the elf is not there then have them see the a huge dragon like figure with a black oozing axe flaying above :D. That should keep them on the ground.
Might want to get a cheap whip for trip/disarm attempts at a range. You can use your Weapon Finesse to make it go off DEX instead of STR when you use the whip.
Weapon Finesse only lets you use your DEX for attacks not CMB. The feat for that is Agile Maneuvers.
If Street Performing bards can use their class ability to double the gold of the Day Job (FAQ allows it) then Alchemists should be able to use the class bonus on Craft(Alchemy).
Also no where in the Guide does it say situational bonuses don't apply, only that permanent bonuses apply. A class bonus is a permanent bonus so I would say it applies.
This post is 2-3 years old and the rules for determining APL and tier selection have changed. Your answers are in the the Guide to Pathfinder Society Organized Play. Look for the section "Determining Subtier" in the Gamemaster section.
Venture Officers are not Pathfinder rules savants. We are volunteers to help grow and administer PFS as best we can. That includes organizing events, helping others organize events, fielding questions on PFS works, players committing evil acts or disruptive behavior, etc. We are no higher authority on game rules then any other player.
If you have problem with a VO you email or message Mike Brock (email above).
How I would probably handle it
Since he doesn't have any stats listed I would probably use the Mayor stat block in the NPC codex. I don't see the mayor allowing people to just cast spells in his manor all willy nilly. So I would have both the mayor and Merton(if there) try to interrupt the casting, and Merton would arrest them. At the same time the other people in the house would call for the city guard.
So it probably wouldn't even last an hour if someone decided to cast a spell on the mayor without his permission. Probably about 5 minutes as everyone is arrested and then chastised by Major Colson Maldris.
*disclaimer: the following statement is not necessarily an official rule*I have pretty much always felt that Faction Traits are the Campaign Traits of PFS.
But it is actually. The Guide2PFS under the Traits section of Character Creation it says that the faction traits are the campaign traits for PFSOP.
This is actually covered in the scenario.
pg.12, 2nd paragraph wrote:
All of the primates here are under the sway of the Tik Taan and do not respond to enchantment magic, wild empathy, or Handle Animal checks until they are freed of the idols’ influence.
So saying the mists seem to stop it from working is how it should go.
I am going through this and looking at the dwarf boss Durgin for tier 10-11, his stats are missing some stuff. he is listed at fighter 8/rogue 2, stats: str 16, dex 15, con 15, int 10, wis 14, cha 6 . Yet he only has 10, feats, he should have 11. Fighter 5, rogue 1(combat trick), levels 5.
Also based on the feats he does have the damage listed on his attack is wrong. It is listed as:
Melee 2 +2 dwarven waraxe +10/+10/+5 (1d10+5/x3)
With the feats, Two-weapon fighting, Double Slice, Weapon Focus(dwarven waraxe), Weapon Specialization(dwarven waraxe), and Greater Weapon Focus (dwarven waraxe), and weapon training(axes) it should be:
Melee 2 +2 dwarven waraxe +13/+13/+8 (1d10+8/x3)
To Hit: BAB +9/+4, str +3, weapon training +1, WF +1, GWF +1, enchanment +2 = +17/+12, -4 for one-handed TWF = +13/+8
Damage: str +3, wt(axes) +1, WS(dw. waraxe) +2, enchancement +2 = +8
Comparing 7-8 and 10-11 it looks like they are leaving out the weapon training and the enchancement bonuses in both stat blocks.
The missing feat is just missing can't add that (especially 3 years late), but that missing +3 to hit and +3 damage means a whole lot at Tier 10-11. Is it ok to use the to hit and damage as they should be for what is listed on the stat block.
Jirandiel's stat block looks correct.
Florent FOURNOL wrote:
be sure to spoiler your text.
No they didn't do the physical act, but they facilitated it. The dwarfs paid their "tribute" to Razmir and were then accosted, and taken there to be jailed. Knowing letting your home be used for torture doesn't make you innocent. They are guilty of crimes against the dwarven people. So they must pay for it. That doesn't mean brutal murder, but they can't get off with no punishment either. My stonelord paladin of Abadar would bind all of them and have them taken back to Highhelm for trial. If I had a paladin of Torag, I would bind each sister on a horse and send them different directions. Then I would destroy their home.
These are all my personal views on how dwarves would act in bearing witness to the events. They would not sit back and let those responsible go unpunished.
Sean K Reynolds wrote:
I agree with everything here (I play dwarves almost exclusively) however
The women are holding and torturing 3 dwarfs. 1 of them is specifically called a devotee of Torag. So yes if I was a Paladin of Torag I would consider people who chain and torture a devout of my patron and enemy to my people. That doesn't mean killing unarmed old women is honorable, so I would have to come up with something else.
Conventions can get free scenarios for the GMs if they have a certain threshold of tables. What if event organizers get free scenarios if they report a certain threshold of tables over a given period.
So say if in a 8 week period an event organizer reports 20 tables. They get the next batch of scenario releases for free. (tables and time frame just examples)
The marketing should be for the stores that register with Paizo and host events. It should be easy to track. Store A registers with Paizo, event B lists store A as the location and is public. Event B reports 40 tables. Paizo sends store A some marketing stuff.
Daniel Simons wrote:
There's a difference between new players and new characters. If these low level characters are being played by veteran players as their -6 character then have at it, run it as written. If this is a first time PFS experience for a new player then I have dialed it back to make it exciting but survivable so that hopefully they'll come back for more! The best stories aren't the ones about how we beat the BBEG in half a round, but the ones where we eked out a victory by the skin of our teeth.
This is how I do it, and it came up 2-3 weeks ago.
Brand new playes, playing their very first game. A normal NPC in the very beginning got a crit on one of them in the surprise round with a battleaxe (1d8+2). The first 2 dice came up 4 and 7. So I didn't roll the 3rd die and called it a 1. The PC learned the dangers and they had a fun time, and came back in the afternoon to try and play again. (they are coming back this weekend as well).
Flip side to that, the night before running a this is how PFS works game to some veteran RPG players at my home. In the BBEG fight a player gets crit by a battleaxe by a raging barbarian. I didn't fudge that at all, that player died and had a fun time doing it. He too is playing again.
Veteran players can normally deal with death. Brand new ones might get ran off by killing them in 1 blow.
I take the training wheels off fairly soon. T1-2 I'll give hints and such on basic tactics, but by T3-4 your on your own.
The link may not be but rest of the paragraph on page 23 of the G2PFS is. Which he quoted.
In PFS you are paying to have someone else do it not yourself. That is why there are fame requirements for max gold cost. Your reliable bonus added to a +1 musket is perfectly legal.