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Ok, was playing with HeroLab and came across the Wealthy Dabbler trait. Text from the source (not Herolab) reads:
You study magic at a social club, wowing your friends with your recent discoveries and showing off your expertise in the simplest of magical exploits. Select two non-harmful arcane cantrips. You can cast these two cantrips once per day each (caster level 1st). If you have levels in a class that can cast these cantrips, your caster level for these cantrips is equal to that class level
As I read it, you *are* casting these spells, not spell like abilities. So I'm reading this opens up Arcane Strike, albiet 'stuck' at level 1.
Ok, disclaimer: I love entangling things. It's my favourite condition, like chicken, it goes with just about everything.
That said, the tangleshot arrow is broken.
Alchemy Manual wrote:
The errata needs to address the *size* of the shooter. Right now a pixie, a lyrakin/imp/quasit and an awakened spider monkey can fire an arrow that can entangle an ogre.
On the other end, a Rune Giant's tanglefoot arrow cannot entangle a Storm Giant or any other huge creature.
I think, since the language for Tanglefoot Bags reads "Huge or larger creatures are unaffected by a tanglefoot bag." (based on a medium bag) the arrow should have added "A tangleshot arrow has no effect on creatures more than one size category larger than the shooter."
So no more Lyrakin familiars shooting and entangling bone devils. :-)
Ok, ao if I'm melded with my familiar, anyone have any ideas what to do with my body? One application of the spell lasts an hour a level, which means it is good for exploring, and with the right improved familiar, you won't lose spell casting to boot.
I just can't expect the rest of the party to tote my body around without putting it somewhere...
Ok, I want to double check this...
Does my animal companion *have* to get large when it hits that level?
I've a gnome ranger, and I don't want my mount to go to large size, since I use him indoors.
And does anyone know how to tell Herolab I don't want it?
Edit, and if I'm reading this right, the wolf, for example, can either at 7th level get Size Large; AC +2 natural armor; Attack bite (1d8 plus trip); Ability Scores Str +8, Dex –2, Con +4. Or can just get a +2 dex and +2 con. Huh?
Good afternoon from the Buckeye state!
I checked the Florida PFS site, and didn't see any games, so I'm asking here.
I've travel plans that put me in the Orlando area Friday/Saturday/Sunday, and in the Bradenton area Monday/Tuesday/Wednesday (leaving for home Thursday morning).
Any games available? I'm also willing to pack my 'Confirmation kit' and GM if anyone wants a guest GM. :-)
Alright, despite some editing errors and weird map choices, I had a blast running this, and I believe my players did in playing it. Highlights and spoilers follow.
Taldor mission. I love how sandboxy the mission is. A bit of disavowing the mission and sidelong glances, and the party is off to the warehouse. Having run Cyphermage again Saturday, I had some warehouse ideas since they decided to do alterations at the warehouse, and cover it with a robbery. And they made a point of not killing the guards!
The heckling went well. I explained the mechanic, then told everyone, "Come up with a fun story that amuses me, and I'll give you a circumstance bonus." needless to say, the fact that I couldn't get through the speech w/o the group heckling means they all got into it.
The Osirion mission was straight forward. About the most fun I had was them tossing the halfling archerologist in first, her failing the perception check, and then the will save. The players ran with the description of the effects and thought she was possessed, when the wizard made a knowledge check for "What might have possessed her like this?" I answered the question honestly. :-) It wasn't until she was tied up and detect magic was cast that they realized it wasn't a possession. (That the halfling is crazy helped).
Finally the Sczarni/Qaderia mission. I substituted some of the NPCs for local Sczarni characters (my own, and not at the table) since they're wallpaper, it helped put faces to the family. The players did a good job of figuring the poem out, and thought to hire a sailor. I was disappointed at the mechanics. It seems rather easy to kill Guaril, and if not for a high level caster playing down, they'd have had a tougher fight. The 'mass skill checks' are going to be difficult for an entire party to pass, as it was they failed only one, but purely because they a) had that 7th level wizard in a low tier game and b) they hired the sailor. I like scenarios that impact the campaign timeline, but this seems REALLY biased to kill everyone's favourite Godfather wannabe.
All in all, despite the editing and formatting errors, it is enjoyable.
For GMs, I suggest 'borrowing' other PCs for background. My players were amused at the refernces to my PCs, and a couple others. (Though I forgot the chance for a gnome joke, sorry!)
I figured out tonight what it was that bothered me about it.
Needing a boon.
I mean, I can understand a GM sheet like the GM boon we've gotten (I've not even used mine yet, to be honest) noting "Matthew's run 200 games, he gets a star back" (99 after tonight actually) or something like that. But *any* GM can use that and apply his stars towards it.
I don't like the idea of "You have to get a specific Con/Game Day boon to activate this."
Honestly? I'd rather have had the decision be 'no they don't recharge' 'yes they do recharge' or 'yes they do recharge 1 per 50 games' or something instead of 'why yes, you can recharge them, you just have to be in the right place at the right time to do it.'
My two C-bills.
Ok, playing around with a gnome horselord and just hit level four. So I want to make sure I'm doing this right and legal. For my wolf to carry me and all my gear...
1) I take the feat 'extra item slot' setting it for 'shoulders'
2) then I can buy my wolf muleback cords, so he can carry me, my gear and his saddle, bit, etc.
Am I correct?
Ok, for something completely different...
I'm in the mood for stories on how parties talked their way out of combats.
My contribution, Level 1 Thornkeep:
due to some high stealth, and higher diplomancy, I got the goblins playing dice to agree to a game. If we won, we'd be able to enter the tunnels. The cleric had a candle, so I had her light one, and the game was the three gobbos and I would each take turns holding our hand over the flame. Whomever held out the longest won the game.
I was playing a tiefling... So not only talked our way out of an encounter, I won the pot too :-)
Ok, looking at a Sorcerer for The Accursed Halls this weekend, figured I'd have some fun with builds, and as far as I can tell, Wildblood and Razmirian priest don't conflict.
Now that said, can a Razmirian priest in PFS be a heretic? (i.e not worship the big R?) I've the idea of a half elf, who 'left the faith'.
Is such a thing legal?
Alright, recently I ran <redacted> and on the chronicle sheet was the infamous Sihedron medallion. So I started plotting on a new character with high saves so the +1 resistance bonus will be nice, but I get the cloak slot free.
I'm thinking nothing overly amazing with crits, dex build with piranha strike. I've three thoughts.
1) Good old fashioned half-elf. Swap out skill focus for ancestral arms wakazashi. Pros: Least feat intensive, wakazashi is respectable until weapon finesse/piranha strike comes online at level 4* Great Fortitude at 5th is viable. Cons: No darkvision, potentially favored enemy bait.
2) Aasimar: Yeah, I know cheesy, but +2 to stats, spell like ability, and actually more importantly truespeaker, what's an archaeologist without languages. "I speak 37 languages Jack. Pick one." Downside. Well stuck with the bard weapon profs unless I want to burn a precious feat. Also outsiders are pretty dangerous in season 5 with all the blights, hammers and dictums flying 'round.
3) Tiefling. Pros: bite and tail add flexibility, and of course the darkvision. Can ignore magical darkness with the right feats. Cons: Did I mention feats? Easily the most feat hungry of the options.
Ok, in anotehr thread, Purple Dragon Knight suggested a feat that requires Trapfinding. This got me thinking...
Does the Archeologist's Clever Explorer (which, after 6th level is better than trapfinding flat out) count as Trapfinding for requirements?
For the record:
A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
Archeologist Archtype (read down for Clever Explorer, or click on the spoiler)
At 2nd level, an archaeologist gains a bonus equal to half his class level on Disable Device and Perception checks. He can disable intricate and complex devices in half the normal amount of time (minimum 1 round) and open a lock as a standard action. At 6th level, an archaeologist can take 10 on Disable Device checks, even if distracted or endangered, and can disarm magical traps. This ability replaces the versatile performance ability.
Please excuse the dumb question, I'm running on little sleep.
Is the famous Sihedron medallion from Rise of the Runelords and other places always available?
I ran <redacted> recently and realized, with the crazy saves I can already get on my archeologists, it would be perfect for Shankur, since he's a melee build a false life never hurts.
If not then no worries. Just thought augmenting his saves and keeping the cloak slot free would be great.
Scenario: Monk goes full defense, provokes AoO. Poor mook misses monk. Monk does an immediate action (note, this is not an AoO, since it is an immediate action) and inapropriately grabs mook.
Question: Is the monk still in full defense? Came up last night, and we really couldn't come to a consensus. Logically, he's now busy grabbing the mook, so he cant' fully defend, but rules wise, it appears he is in full defense until his next turn.
Durable cold iron arrows, 50 for 100 GP. (2 GP each) Since they're durable, I don't see the need to tote around 50, plus it's my backup weapon.
I know they must be bought in lots of 50* can they be sold in less than that?
100 GP (50 arrows) sell, say 30 (for 1 GP each) and basically get 20 arrows for 70 GP. Not efficient, but when you use a lot of alchemical items, every GP helps.
Thanks to Bob, Jim, and Janice, and of course our Justin and Mike for a fun Race for the Runecarved Key Saturday.
Lots of funny stories, I'm sure. Two memorable for me.
being the only one with darkvision in a darkness spell sucks. And of course I'm in melee for the first time, the scenarion after I retrain my melee feats to bow play. ("I'm an archerologist!")
The entire bluffing the guys into not bidding. Successful bluff + Sorcerer monk having Magnamar Tax collector's ring from <redacted> results in we take the coinage out as evidence in a tax investigation (and then donate it to a temple of Desna)
"Cultists of Lisalla take your key, we steal it back for you. We provide... Leverage." :-)
This time on pages of spell knowledge.
The important text.
"If the bearer is a spontaneous spellcaster and has that spell on her class spell list, she may use her spell slots to cast that spell as if it were one of her spells known."
Is "[having] that spell on her class spell list." a class ability? If so, does this mean, for example, a sorcerer with a high enough UMD could 'trick' a page of spell knowledge to allow him to burn a 2nd level spell slot to throw sound burst?
An argument for this is that UMD allows you to use a scroll, wand, staff or other spell trigger item "as if you had a particular spell on your class spell list" so extending it to items like pages of spell knowledge would make sense, even though they are not spell trigger items.
Arguments against include: It's not a spell trigger item; you can emulate having it on your list, but it won't make the spell castable (weak to me, but I want to include it for completeness sake) having a spell on your list is not a class ability.
Just wanting thoughts, and ideally an official ruling.
To spend on Season 2-4 scenarios. Any suggestions for "Must have"?
To wit, I already have Quest for Perfection I - III and 4-01, -02, -03, -04, -05, -07, -11, -13, -15, -29, -21, and -22
We're also getting an influx of new players so 'myth arcs' (Like Blakros, Aspis, Grandmaster Torch, etc.) are all good ideas too.
Ok, here's the scenario. I'm checking for the next time I have him at the table.
Druid on a lion (Not an animal companion). Order of events is as follows.
1) Druid orders kitty to move/charge/pounce. This takes up his move action. On his standard he starts a ful round action (legal per PRD*).
Now, I am reading this as requiring a concentration check.
I missed in the PRD that completing a Full Round Action on the next turn burns your standard. That helps.
Ok, Imps and their at will invisibility.
As I understand it, it still takes a standard action, right?
So Round 1 invisimp flies to target, stings and goes visible.
He remains visibile until his turn where he can sting again, or go invisible or use another action.
Ok the domain reads:
So does the domain only allow heaing, or does it allow only healing plants vermin etc, but can't be used to harm undead?
Ok the domain reads:
So does the domain only allow heaing, or does it allow only healing plants vermin etc, but can't be used to harm undead?
Any likelyhood we'd get the Iconic inquisitor, cavalier, magus and witch added to the list? Since after Wrath of the Righteous we now have prepainted for the first three, and Reign of winter will carry the witch, it would be nice to have the iconics. I know when dealing with new players having the mini-match-the-iconic seems to make it much easier for the players to associate.
Long story short. I'm looking for a way to let Mayim (My arcane duelist) cast shield and maybe some other buffs, without using wands ("I don't like too many accessories" she says)
"For it is a dark time for Taldor. We Taldans are a mutinous crew on a sinking ship—at each other's throats when we need to patch the hull and watch for sharks. Sometimes it's only those who do not properly exist who can do what must be done."
I think this needs to be added to the PFS faction info for Taldor.
And it's why so many of my characters are Taldan (Mayim's the excpetion, she just wants to see her former homeland crushed.)
Ok, I'm reading the new Osiron book, and it references The Third Riddle (#11) I couldn't remember why I saw it... then saw it's retired.
Is there any plan/demand to revamp this scenario with the new AP coming up? Kind of like Mists of Mwangi? (And yes, I'd pay for a new version, even with MoMPF being free to previous buyers)
Ok, so I'm just watching Leverage on Netflix. Am I the only one who thinks that Parker would fit into PFS just a little too well?
Nathan Ford. Venture Captain, Rogue, Grand Lodge.
Sophie Deveraux. Bard, Taldor. Taldor Definately.
Christian Kane Lore Warden/Brawler Sczarni.
Parker, Rouge or a bard subtype. Cheliax.
Alex Hardison Wizard or Alchemist, Andoran.
I want to make sure I read this correctly, before I decide this feat is a "no brainer"
Archaeologist's luck states:Archaeologist's luck is treated as bardic performance for the purposes of feats, abilities, effects, and the like that affect bardic performance.
So lingering performance should work, right? Kind of makes it an automatic choice since the number of rounds doesn't increase by level, unlike bardic performance.
What are other good spells/feats to complement this luck bonus?
I hope this is the right forum.
I wanted to give thanks to the Florida Pathfinder society at Serenity Games. In Florida for a sad reason and with short notice this week, and saw they weren't that far from me. Thank you for putting up with a displaced Buckeye and making him feel welcome.