If your Herolab is up to date, the option to use the Playtest Classes, including the updated Arcanist should already be present. If not, update it now, the classes are free to use until the final versions come out.
Do keep in mind that canon for the campaign is that all of our characters spent at least three years in boot camp training as cadets before becoming Pathfinder field agents. Thus, most PCs will be built as someone who could graduate that (and would want to in the first place).
If you reference the Pathfinder Society Primer, you'd see that that's ONE option. The other is that of Field Recruitment. The choice of background determines what feats in that section you may qualify for.
When Galifrey fell, the Time Agency sort of took over... but it didn't work out very well.
Actually the Daleks went to war with them, after realising the Time Lord CIA had tried to use the Fourth Doctor to abort their creation.
You do understand that there are existing feats which serve much of this purpose.
Mythic Companion is one and I'm sure there are other more specialised ones depending on the type of companion. It's a perfect feat for the Gabrielles and Iolai of your mythic action pack.
Prerequisite(s): You must be non-mythic.
Benefit: You're considered a mythic creature for the purposes of determining how mythic spells and effects affect you. If you ever become mythic, you gain a +1 bonus on all saves against mythic spells and effects.
Please tell me that this would not work in PFS.
It wouldn't even work in the regular game. Fabricate is not Transmute Lead to Gold. All the spell does is take raw materials and assemble them as if the appropriate Craft skills and labor were applied.
In lore and literature that's usually a shamanic gig.
As a vat bred New Jerseyan, I'm more than content to encourage you to keep Sarah Palin all to yourselves.
Rules are not about what's prohibited, but what's allowed. Wand use is not called upon as allowed in the prehensile hair ability, so by RAW it's not happening.
Even without a crapload of spells, the wizard has a vastly superior amount of skill points available due to high intelligence. Key thing is ... make the most out of what you select. Pick a role and see to it's strengths, control, buffing, blasting etc. For your first couple of levels, you're going to be making heavy use out of those 1-3 damage cantrips, but don't forget things like daze. Concentrate on making the fights easier for your fellow party members than trying to be glorious on your own. Choose your spells with that in mind.
You can go beyond 12 via sanctioned Module and AP play. I've seen chronicle tiers that go to 17+
Azaelas Fayth wrote:
Google Docs is what we are using unfortunately we can't simultaneously edit it.
Sure you can... Form a Google Plus Hangout, share the doc with the hangout, give editing rights to all the participants, and jim slam dandy, you've got simultaneous edits.
I don't see how logically. For a wizard to cast a light spell, he's undergone years of apprenticeship, study, and grunt labor in order to cast that cantrip.
However any reject cast from Animal House because he was too stupid even for them, can flip a switch, once he's shown how.
Adam B. 135 wrote:
Similiarly, I doubt Iomedae cares if you use a longsword, greatsword, or even your fist to fight evil, as long as evil is being fought.
She does actually. That's why there's a feat called Iomedan Sword Oath. which can only be taken by her worshippers.
You can't render a golem unconcious through poison because they have construct immunities.
Androids being largely flesh creatures, do not. You have to remember Androids are Rayna, not Data. Think of Pathfinder Androids as organic creatures produced through artificial means. It's not all bad news, it means cure wound spells WORK on you.
PFS play is not something that can be ignored... because of two big reasons.
1. It is probably the largest marketing tool for the game.
2. There are a crapton of PFS players. In fact the vast majority of Pathfinder played in this area, quite possibly the country as well, is through PFS.
Adamantine Dragon wrote:
I didn't list them as number 4 because in actuality, they were a major reason that the feudal system ultimately broke down. That was the main issue with townsmen, they simply did not fit into the feudal structure and were in ways, a defiance of it. The major difference was that the feudal system mainly operated on a trade of obligations and barter as opposed to money. Land was the currency of feudal lords and the kings had total control over it.
Money and the growing industry of loan finance brought a whole new dynamic into the mix.
Wow.. a necromancer who doesn't want to have an army of shambling undead following him for his "good" deeds. What a breath of fresh air!
Who is going to buy those useless bullets though?
In Living Death we used bullets of silver, copper, gold, and I think bronze against different sorts of horror nasties. We'd even use lead bullets on occaison. Made me real glad that my character was of the Cowboy class with a pair of Colt Peacemakers.
Little known fact: In addition to his gun work, Peter Colt was also the architect hired to design the City of Paterson after Pierre L'Enfant was fired from the job. The ruins of his original gun mill are still found in the city and the building was still actively used until the 1970's until virtually destroyed by the fire that took out the neighboring Allied Chemical textile mill.
Titania, the Summer Queen wrote:
My 13th lvl dragonlance centaur blackblade Magus got eaten by him.
Cthulhu SAVES!... In case he's hungry later.
You have to establish your definition of worth.
For some, having a lot of low level spells in both arcane and divine, is sufficient to meet their standard. For others the lowered caster level and not getting higher level spell slots sooner is a dealbreaker.
If you're trying to figure out if a character is worthwhile, work it up to level 10 and see if you'd be happy with your character at that level. If not, then it's back to the drawing board.
Detect Magic wrote:
Can't be a Drizzt clone if he's evil.
You mean Drizzt's not evil?! Man, do I have some dead players to apologise to!
Hm, LazarX hasn't commented in a while.
When there's nothing new for me to say, there isn't any point.
But on a recent set of posts I'd say this. You can't use Sense Motive on a form of communication you can't understand. If you can identify that say a spellcaster cast a "Remove Curse", or a cure spell, I'd allow a sense motive roll to get a hint if he was sincerely altruistic in his motives... if the player asks for one. However a spell that's totally not identified, does not leave you a basis for a sense motive check. If you don't know what the person has done, then you can't try to figure out a motive behind it.
If you're trying to bluff a spellcast, that would be a reason for an opposed sense motive vs. bluff check.
Don Juan de Doodlebug wrote:
To be honest, it wasn't terrible on a bunch of standards (the gebbeth, I thought, was pretty cool) but it took way too many liberties with the plot for a devoted Le Guinian like me to stomach without complaint. I believe I read somewhere that when asked about it, Ursula, like Alan Moore, said she just took the money and ran. (I don't recall her name even being listed in the credits, but I could be wrong.)
She might have done a Cordwainer Bird routine. When Harlan Ellison does a project for movies or TV and he's less than happy with the way his work was used, he has his screen credit changed to "Cordwainer Bird" as a signal to his fans that he emphatically did not approve of the way is work was used. Which is why his screen credit for "Starlost" reads that way. He intended to have the same done with his Star Trek episode, "City On The Edge Of Forever", but Gene Roddenberry was savvy enough to head that one off at the pass.
Not really the requirement of Nobles. They had their scribes and advisors who would read and comprehend complicated legal documents such as a betrothal agreement, frequently a monk that would be hired from a monastery long-term for such a purpose. The monk's services could in fact be part of the payment made by a monastery in order to keep their lands.
Basically the Middle Ages Feudal system had three classe of people.
1. Those who labored.... basically your serf farmers who were bound to the land, and while not slaves, could not leave a domain without their lord's blessing. They did the grunt work of farming the bulk of produce which would go to the reigning lord or vassal. They were essentially the bedrock of which this economic system rested.
2. Those who fought. In this case those who would lead armies, either professional, or levied conscripts. These were your noble families, each of which would trace it's ancestry to a barbarian warlord who actually succeeded in building a fiefdom of his own. They collected levies which would take the form of crops, and when needed peasant conscripts. This wasn't as often done as one might think as a peasant who's been drafted into your army, becomes someone you have to feed, as opposed to someone growing crops that you'd collect. At the top of this class, is your King who in paper owns all of the land in the kingdom and parcels it out to his vassals, who fulfill set obligations, such as answering calls to war when needed, and taxes.
3. Those who thought. Mainly the domain of the Church, who conducted services almost exclusively in Latin. (which hardly anyone outside the Church could understand) They provided services which I mentioned above, as it was the monasteries that preserved most of the knowledge from the old pre-Dark age days of empire.
It would be the development of towns that existed outside this hierarchy and a growing merchant class which would ultimately knock this system on it's side. In this area you had merchants. And because Usury was considered a high sin, the financing of loans would be delegated to a class of people that were considered dammed to Hell anyway... i.e. Jews. So much of what we would look at as "midieval" history is actually that of societies in a long period of post-feudal transition.
That's what you'd use Summon Instrument for.
Robert A Matthews wrote:
I guess gunslingers and crossbow archers can't reload when full attacking since they can't perform free actions.
Crossbow archers generally can't full attack, unless they're using something exotic like a double crossbow. And you're right, like the gunslinger they can't reload either. The weapons simply aren't set up that way.
When we used flintlocks in Arcanis, (and part of Paizo's problem is that they should have used the term flintlock instead of gun) we simply kept multiple flintlocks on hand. It was not unusual to see characters with three or more loaded pistols on hand.
Arcanis characters did operate on an interesting limit of only 20 shots carried per person, because of carrying 21 or more would make them all explode if you went through any form of gate or teleportation effect.
Tell me something, in real life, how would you react if you realized that the person whom you've just met, or even someone you knew had just deliberately tried a mind control power on you, that you knew could have actually worked?
You haven't played some scenarios where just spending that wouldn't be enough to get your character back. There are things that a mere Raise Dead won't fix.
Rahadoum still remains VERY different. Pretty much no matter where you are anywhere else, you save a dying man with a quickly placed cure spell or breath of life, you're going to be pretty well regarded by the local populace. Do the same act in Rahadoum, and you're going to be hunted down by the Pure Legion, regardless of mitigating circumstances. It may be the gratitude of some of the people around you that might be the only thing that saves your life.
Chris Mortika wrote:
How are you tying the two together?
The Valeyard is something from the Doctor's future, the regeneration of 12 into 13. And I mean Doctor Number 12, i.e. Capatelli. It could be that the Valeyard is the same sort of thing as the Watcher, which was the between regenerations avatar that ultimately saved the Fourth Doctor's life by triggering his regeneration. (The Cubicle 7 RPG used that explanation as to the Valeyard's origin. in the Time Traveler's Companion.)
If the Valeyard is never explained, or mentioned again, chalk that bit of history as yet another casualty of the Time War. Galifrey may survive the Time War, but it's not doing it unscathed.
Not many GMs would rule that way, and nearly all of them are probably PFS GMs who aren't allowed to use their brains.
I can only believe that someone making a comment like that hasn't had the experience of judging PFS at store game days, or at conventions. We bloody well use our brains, perhaps in ways that people judging only their friends in comfortable home campaigns aren't often called upon to do.
PFS GMs don't have the luxury of knowing who they are game mastering for or what they're going to bring to the table. With a comment like that I'm going to have to assume that you've never had to do the juggling act of keeping some level of uniformity of PFS play, while still doing your best to ensure that the folks at the table have the opportunity to have an engaging good time.
If anything, judging PFS, especially at a convention, can keep someone from falling into a rut of predictability.
Stone Giant Doctor: "Congratulations Fred, It's a Bouncing Baby Boulder!"
James Jacobs wrote:
If you work hard enough you can eventually recruit sympathetic Voth into your bridge crew. The Dyson Sphere is part of the new Iconian threat who are not only laying down conquest plans for the Federation, Klingons, Dominion and Borg!, they're cementing their status as Bad Guys by intending to saturate the Alpha and Beta quadrants with Omega Particles. (given their use of Gateways, eliminating warp travel on a galactic scale, is a workable strategy for them.)
And of course if you go Klingon, you can have a Gorn ship captain. Or as Fed or Klingon, you might be able to create your own reptillian Alien captain.
And did I mention that it's Free To Play? Apparently the most successful free to play MMORG out there.
Samuel Grundy wrote:
Do you understand that for legal reasons, they simply can not touch ANY of this 3.5 material you want? Do you really think that WOTC isn't checking every book Paizo puts out for violation of it's IP copyright rights? That it's not a simple matter of just "filing off the serial numbers" and making a name change or three?
Says the person who's frontloading assumptions. If 95 percent of a spelllist is harmful and baneful magic, and a person rarely sees a mage at work, the assumption that 95 percent of those times are going to be harmless is suspect.
Literary examples however tend to skew towards a general distrust of arcanists who don't have some form of official standing. Cormyr was an excellent example. if you were a wizard of 4th level or higher, you were expected to register with the War Wizards, or refrain from practising magic within the borders entirely.
Tim Statler wrote:
The rules do not support the existence of cloth armor.
You would have to enchant them with the combination of enchat magic arms and armor and the craft wondrous item feat. There are robe magic items that give an armor bonus. Use them for your guidelines.
I'm reluctant to allow these items, as it makes truck of an intended limitation put into the game. Such an item should be twice as expensive as bracers and subject to the same limits of enchantment.
[One of my brothers has a (legal) concealed firearm on his person pretty much at all times. People who know this do not start flinching every time he reaches for his pocket. Why? Because even though the possible answers to "What could he be reaching for?" always includes "Gun", that's not what he's usually reaching for.
In contrast, there is a fellow who is rather fond of taking his 2nd amendment rights to the limit. He does go into parks openly wearing several pistols and a loaded machine gun. He takes umbrage over the fact that he is frequently stopped and questioned by park rangers even though state law allows him to go walking about with a readied aresenal.
Circumstances alter cases.
1) In a really big town, everyone is a stranger.
2) Part of making that good impression is by not being seen casting spells.
Only specific crossbows that can be fired in one hand, can be used that way, such as the Hand crossbow. They still take two hands to load though.