|Paizo Pathfinder® Paizo Games|
|About Paizo Messageboards News Paizo Blog Help/FAQ|
Good morning all.
I'm working on variant Shabti rules, as I find the race neat and want to contribute something. For people who don't have Pyramid of the Sky Pharaoh (End of the Mummy's Mask AP) They are native outsiders with the racial abilities of all knowledge skills are class skills (2 RP) and suggestion once a day as an SLA. My variants are going to be changing those two things. (No plans to do the 'dial an ability combo ala tieflings/aasimars)
The Race builder rules for magical racial traits says "Choose a 2nd-level or lower spell that does not attack a creature or deal damage." ignoring for the moment that suggestion is only a second level spell for bards (it costs 3 rp for Shabti), and ignoring that it, like many of the published plaentouched SLAs do either attack a creature or deal damage, is heroism too good for a 1/day SLA?
Aside, the variants I'm looking at also include one that does prayer one that does arcane sight and a final one that does nondetection.
Ok, the feat True breed...
For the purposes of any effect related to
subtype (such as a ranger’s favored enemy and bane
weapons), you count as neither of your subtypes, and
you no longer count as either of your parent races for the
purposes of effects related to race (Emphasis mine
So is my reading of the feat's text that you no longer count as human or elf (for example) for FCB options seem a bit harsh or does it make sense?
OK, I just checked the GTOP v 6.0 and couldn't find anything so I need help.
Prepping Carrion Hill and stumbled across this:
Once read, the Pnakotic Manuscripts grant a +4 bonus on all Knowledge checks made pertaining to conjuration magic or the gods and magic of the Old Cults. In addition, the book functions as a spellbook and contains the following arcane spells: gate, greater teleport, greater planar binding, interplanetary teleport (see Pathfinder Adventure Path volume #14, page 54), lesser planar binding, planar binding, plane shift, teleport, teleport object, and teleportation circle
Now,as far as I can tell, since this is a spellbook, and not a set of scrolls, this means that if I've a prepared arcane caster at the table Friday (Wizard/Arcanist/Magus/Witch) they can add the spells to their book/familiar, correct?
Not unbalancing as far as non of the spells really come into play until highest Tier/Seeker play, but I want to make sure.
Ok, don't know if this had been thought of before...
There are at least two scenarios that open up options for a specific other PC** and a couple that open up options for all your PCs***
Has there been any thought about opening up races this way as well? To paraphrase text from <redacted>
New Recruits: Your success at impressing <insert race here> inspires some <race> to join the Society. You may designate one newly created PC under your Pathfinder Society number as a new recruit. This additional training allows the new PC to be <race>. You must include a copy of this Chronicle sheet with the new PC’s records, though that PC gains no additional boons, equipment, or wealth from this Chronicle sheet.
Thus a player could have no more than two of <race> preventing Aasimar spam, for example (One as GM credit and maybe one as PC). Just include other language so that the Core character/GM credit can't be applied to a non-Core PC. (at least to start, they can convert like normal PC's later) That way there's no "I got this off a core PC, but rebuilt him into a drow bloodrager..." It could be restricted even further by limiting it to faction specific as well.
I was thinking specifically of races like catfolk/ratfolk/skinwalkers, etc.
regions off the top of my head/ISR...:
Aasimar - A diplomatic mission to Tianjng. Silver Crusade/Soverign Court come to mind.
Half (not full!) Drow - Darklands of course, but maybe a scenario involving an incursion into Jinin as well. Liberty's Edge
Catfolk - Mwangi obviously (maybe a joint mission back to Bloodcove with the aspis involved this season?) Exchange/GrandLodge.
Changelings - (Yes I know, unlikely with the boon in play, but I'm brainstorming) River Kingdoms, Taldor, Andoran, Lands of the Linnorn Kings. Grand Lodge/Darchive/Soverign Court.
Dhampir - Ustalav (duh) but also Tian Xia and Vudra. Grand Lodge/Darchive/Scarab Sages
Fetchlings - Nidal/Absalom Grand Lodge/Liberty's Edge/Exchange/Darchive.
Gilmen - Absalom/River Kingdoms Grand Lodge/Scarab Sages
Hobgoblins - Kaoling/Andoran Soverign Court/Exchange
Ratfolk - Round Mountain/Diguo Dashu/Akiton Grand Lodge/Exchange
Skinwalkers - Darkmoon Vale, Ustalav (hey, this idea came to me while lsitening to PoW after all) and Land of the Linnorm Kings. Exchange (*cough*Sczarni*cough*)/Soverign court.
Yes, I do my best thinking in the shower
Eyes of the Ten, Paths we Choose
Slave Master's Mirror, The Waking Rune.
There's an off topic talk about earning fame in the Eldritch Archer thread, so I thought I'd move it over to it's own thread.
I've found with the older scenarios the second prestige point varies wildly from scenario to scenario Some are automatic (completing the primary condition completes the secondary) Some are pretty much required. (defeating the final enemy who can't escape you) Some are bloody near impossible (looks at Among the dead suspiciously)
Of course, the little of season 7 I touch seems to fall into the later catagory. When I ran Six Seconds to Midnight, the puzzle ruined the scenario more that the flying buggers of death. I gave them the secondary PP because they technically did complete the objective*
I mean yeah they did stop the bad guys within the time frame, but throwing the fireball to do it did the damage they were trying to do. OTOH, 3 character deaths from the beam monsters, mixed with the puzzle meaning that they got a total of 300 GP on high tier, and left a sour taste in everyone's mouth. I've heard 7-4 is better, but after seeing Bronze House descend into a cluster frak twice now, and Six Seconds to firey Death, I'm steering well away from 7-X for now.
Premise: An option is banned only if it conflicts with the nature or goals of the campaign.
One method is that nothing outside the Core Assumption is allowed, unless it appears to specifically benefit the campaign. That is, when a new book comes out, we "start" with everything banned, and then Tonya and the VO’s looks through it and sees something and says "Hey, X would make the campaign better" and makes an exception for it (i.e., legalize it).
The other method is that new content is generally legal, unless it appears to specifically hurt the campaign. That is, when a new book comes out, we "start" with an assumption that its content will be legal, and then Tonya and the VO’s look through it and sees something and says "Hey, X would cause problems with the campaign" and makes an exception for it (i.e., ban it).
The first argument I have seen is concern about it being a way to get a familiar or improved familiar without the need for Iron Will (Familiar Bond) or Skill Focus (Eldritch Heritage: Arcane). We already have one step familiar feats with qualifications (Aberrant Tumor) that grant a familiar, as well as the religion feats that grant class abilities to worshipers. (Bloodletting and Blood Vengeance both give a bleed attack at first level, disciple of the sword gives weapon specialization and access to fighter only feats, Dreamed Secrets gives arcane spells to divine casters, Ironbound Master gives armor training.) So this feat is on par with those. For arcane casters with a familiar it is a ‘flavourful familiar’ feat until 5th level, when it becomes similar to a weakened imp familiar.
The next argument I see is that the familiar is ‘better’ than the greensting scorpion because it has a fly speed. In rebuttal, I point to the compsognathus. This familiar gives a +4 bonus to initiative, has a swim speed (instead of fly speed) does slightly more damage, has a more effective poison (dc 12 vs 10, strength damage vs sickened), and scent. Thus the wasp familiar (already costing a feat) is not ‘better’ than end any other familiar.
Now comparing the improved wasp to the imp.
Since it is unlikely that Dirty Tactics will receive an errata, Pathfinder Society should include the errata that it also loses the lawful, evil, and devil subtypes but gains the chaotic subtype. Modifying existing material to better fit the society also has precedent. (True Breed comes immediately to mind, as does alterations of scribe scroll for wizards and brew potion for alchemist)
Finally, I see some people note concerns about the brawler archtype. While I’m unaware of what would make the brawler so uniquely powerful for either incarnation of the familiar. I’d point out that the improved wasp does not qualify, since it does not have ‘speak with others of its own kind’ to replace.
(aside note, personally I think it should have used the stats for a quasit, lose the evil subtype and the invisibility, but replacing the claws with stinger would have been harder, mechanically)
(Decided to start a new thread to avoid the clogging of the updates thread as was suggested)
Races of the Inner Sea:
(Positive, glad to see the nipped ‘obsessed with success vs day job argument in the bud)
(Aside, might want to add ‘blood of X’ to the phrasing “The racial heritages section from page 236–254 is a legal resource when qualifying to play a character of a different race, much as if the player owned a copy of the corresponding Bestiary or Advanced Race Guide.”)
Blood of the moon
Dirty Tactics Toolbox
Heroes of the Streets
Aside: I’m sad to see we still can’t use the fixed version of the scorpion whip. And that blood transcription is still illegal.
To sum up, I’m very disappointed in the lack of rhyme or reason seeming in these decisions. Some things were banned that were flavorful (Tribalistic, Illustrious Urbanite) Campaign setting friendly (Wasp Familiar) or just plain useful (ears of the city). I do think the ban hammer was used too liberally on these recent additions, and needs to be revisited.
Ok, the Vanguard is one of my favourite 3pp (that isn't Dreamscarred) so I've been looking at archtypes for it.
Anyone want to see these?
slime grenade for reference.
Ran Emerald Spire with a level two alchemist who had two of them. The damage isn't absurd, but the damage to items... wow. How to disarm the BBEG in one pop.
They saved the party from a TPK, and I at least got to see it eat the archer's 600 GP bow when the bad guy grabbed it to shoot and the alchemist tossed the other grenade. But wow.
(for quick reference, a greatsword has 10 hp per my item sheet, a metal hafted weapon has 20. A bow has 5)
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.