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Raegos

Ravingdork's page

Pathfinder Adventure Path, Campaign Setting, Companion, Maps, Pawns, Roleplaying Game Subscriber. Pathfinder Society Member. 20,372 posts (21,473 including aliases). 1 review. 2 lists. 1 wishlist. 4 Pathfinder Society characters. 11 aliases.


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Knight Magenta wrote:
Is there any drawback to building a bunch of 1-room buildings? If not, then why would you ever build a multi-building room? Making them separate just gets you more gold.

Because you you have a sensible GM who says "no" in most cases? I for one ask that the players use the example buildings as a baseline when designing their own. I"m pretty sure I remember reading something in the downtime rules that basically instructed the GM to keep players from doing inane things, like building a whole bunch of graveyards.

And you don't profit from a building until the entire thing is complete.

Chemlak, do you remember this? You do get to add your business' bonuses to your own when running it.


The inner voice within your ear

I don't believe Lamashan happens twice in the same calendar year. :P
Did you mean to say Neth?

I say we build a new farm in the South, to eliminate our 2 consumption, then just start saving up for big things, like a waterfront (which will not only get us big kingdom stat boosts, but will also net us powerful magical items and a ton of XP).


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Where's the rule that says you have to build rooms one after another? I've always played it the way you house ruled, Chemlak.

Also, when you run your business, don't you add your business' modifiers to your own in addition to that free +10 bonus?


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You want Chemlak. He has the answers you seek.


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Jason Nelson wrote:
That's pretty much Paizo's MO around new things they have introduced for the most part. You don't see much supplemental material from Paizo for new rules in Ultimate Campaign, Occult Adventures, Ultimate Intrigue, or the Advanced/Ultimate hardbacks EXCEPT for some level of ongoing support for new classes in later releases. Some have gotten more support than others (a lot more new official investigator material than for hunters or shamans).

I've actually seen a fair amount of support for Ultimate Campaign's downtime rules scattered all throughout the paperbacks.


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QuidEst wrote:
Tiny Coffee Golem wrote:
Polymorph any object. It's so versatile.
I love how getting to upper level spells allows you to have a character who focuses on a single spell, but with tons of uses inside and outside of combat.

I have seen floors and ceilings turned into lava, open air into a thousand doses of poison gas, and pumpkins into gilded carriages! Oh wait...I might be misremembering that last one. Heh.


The inner voice within your ear
Powergaming DM wrote:

Income Phase

...
You gain 19 bp

Don't forget the 5 bonus BP from our Quarry and Mine. :D

+22 start of the month
-02 consumption
-10 new roads (hill hexes x2, forest hex with river x1)
+19 kingdom check
+05 kingdom BP-generating assets
=34 TOTAL BP for the following month ! :D

All our kingdom stats go up by 2 this month since we got rid of the 2 points of unrest. Furthermore, the extra roads should further increase our economy by 1.

I will try and update the stat sheets and map later this evening.


The inner voice within your ear

I say we consolidate what we have. Let's build three more roads this turn, which will fill the last three hexes of our kingdom with fast transport for the people. In the next month or two, we build more farms and fisheries in all the remaining hexes to get--and keep--our consumption down. We might even have enough BP left over in coming months to get that market I want, or some of those other buildings you guys talked about a while back.

What do you guys think?


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My most complicated character? That would probably be my very first PFS character, Pollivar Mormont: halfling barbarian 1/bloodrager 1/fighter 3 (id rager, mutation warrior, titan mauler, urban bloodrager). Specialized in gaining a variety of bonuses for his small size with which to better smite his foes from below.


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Liz Courts wrote:
Flame strike.

lol. Figures that would be the Community Manager's favorite. :D


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Green Smashomancer wrote:

Dimension Door. It has feats to back it up, flashy style, and while it's crazy useful on it's own, it isn't "travel plot-line neuteringly" good, like Teleport.

Magic jar. It too has feats to back it up and is a truly terrifying power, especially when combined with a set of spirit jars. With that combo, you're essentially immortal, as my character, Hama, can attest.

For lower levels, I really like bestow curse, also a horrifying spell to wield against your foes; and magic missile for its offensive versatility (good range, damage, no save or attack roll, few can resist it, works with lots of metamagic, etc.).


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TriOmegaZero wrote:
Jader7777 wrote:
Mm, nice one off spell for a certain circumstance on your little flower picking adventure of smoothly paved roads and sunny afternoons. Forget it, you're not in this dream you're in the reality of table top adventures:
1st to 16th in Reign of Winter. Literally walked past the witch queens guards to stand over her and rain destruction down. Your dismissive attitude means I have no cause or interest in bothering with the rest of your argument. Enjoy your echo chamber sir.

Did you just use invisibility, or some other tactic? PM the details please! (So as to not spoil anything for others.)


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Did you know that Paizo considered rewriting the Stealth skill altogether, because of the inconsistent problems it caused? Perhaps this blog post on the matter will provide some insight into what the RAI is, and how the RAW should be interpreted.

After all, if this is what they were shooting for, then perhaps it's what they intended in the current rules (even though the change never took).


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I remember when the editors of the APG messed up and listed all the staves at half their expected values. A lot of people were asking if the APG was right, or if the Core Rulebook was right.

The staff prices were SO out there, the Core Rulebooks was actually thought by many to be the one with the mistaken numbers.

Sadly, that was not the case, and the APG prices were doubled to match the Core Rulebook.


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You can carry around a staff for coolness factor, just not a staff.


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It doesn't even have to be described as a bloodline. Many are the sorcerers who are products of magical experimentation, deific intervention, or some other external component.

Bloodlines are just a mechanic; it doesn't necessarily have to be a literal "bloodline" in the conceptual narrative.


The inner voice within your ear

Yes, let's.


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UnArcaneElection wrote:

On the other hand, www.d20pfsrd.com is easier to search -- the Google-powered Search function usually works, whereas I have NEVER gotten the Archives of Nethys Search function to work (it just sits there for an extremely long time and then either comes up with no results or an error). (This is unless they have fixed something in the last few days.)

Really? AoN has always flowed smoothly in my case, even the search function--whereas the PFSRD times out and /or crashes on me pretty regularly (perhaps 1 in 3 visits).


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Insofar as I can tell, yes.


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Recharging a staff is not so bad if one makes or obtains an arcane battery for it.


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Not having any charges is not going to be a problem as long as the recharge spell exists.

It is particularly easy to get as a magus. That way you can easily craft your custom transforming weapon, fight effectively with it, charge it, apply a spell to it, and totally go to town on your enemies.


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Tels wrote:
Ravingdork wrote:

NEW CHARACTER CONTRIBUTION

From Skylar Malik:

Venture Captain Nael Hissen, 20th-level half elf qinggong zen archer and evangelist

I'm told it's a PFS legal character.

Not exactly, he's using the Jingasa/Fate's Favored combo which no longer works due to errata. Might be there things, but that's what I saw at a glance.

Yeah, he mentioned that to me in Private Messaging. Rest assured, he said he was going to fix it soon.


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Yeah, that might be a proverbial "nail in the coffin."


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Is the brawler not getting new support with every new feat printed? :P


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Having skill modifiers like that on a PFS character ought to be a lot of fun in Society Play, which constantly calls for tons of wide-ranging skill checks!

How does one get a PFS character to level 20 though? I thought it capped out at 12 or 14.


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That's not a mechanical impact. That's a narrative impact.


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Letric wrote:
And during adventures you can only charge Staves when preparing spells, not at the end of the day, when you know for sure you won't need the spell slot, that's another drawback imo

You can prepare your spells whenever you want, you know, not just at the end of the day (or even once per day).

You can leave spell slots open to be prepared later in the day as needed. This is especially common among wizard players and similar casters who wish to increase their on-call versatility.

So leave several of those slots open (I recommend one per spell level). If you encounter a unique problem that requires a certain spell, prepare it then (time permitting) and solve said problem with it. If that doesn't happen, prepare spells at the end of the day and put those slots towards the staff.

Doesn't work so well for some caster though, like clerics, who are forced to prepare their spells at a certain time of day.


The inner voice within your ear
Marten Lebeda wrote:
I'm fine with either - do you feel we are ready for the next adventuring challenge? Or should we advance the calendar a few months, earn some more money, see about getting better gear to make our next adventure easier?

From what I've heard, Kingmaker is pretty much a sandbox game with several predefined encounters in certain areas, and random encounters in others. I'm sure the GM is likely to add his own content in still other areas.

With a setup like that, I imagine we're as likely to encounter a dragon as we are a meager band of kobolds.

So we can head out and take that risk (which I'm fine with; just make sure you have a good escape plan in case luck isn't on our side), or we can stay in and slowly grow in power until the GM gets fed up enough to throw something at us.

So really, it's a matter of preference. I like to have a good bit of both. For me, staying out too long can get aggravating (and can penalize our downtime/kingdom building endeavors) and staying in too long becomes a boring numbers game.


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Drahliana Moonrunner wrote:
PFS bars flavor because players try to claim flavor changes that are actual severe physical ones. Putting a tassel on your katana is flavor... claiming it's a bastard sword, or the other way around, is an overreach.

I can see why they might want to avoid the confusion in that particular instance, but if they aren't applying bastard sword rules and abilities towards it, why does it really matter?


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Chess Pwn wrote:

Your GM is wrong. your blast isn't a wild talent.

Only substance infusions and use that save DC and form infusions are dex based.

Pretty sure that blasts are also wild talents.

Wild talent is a BROAD category which includes most of the kineticists class abilities

You have...


  • simple blast wild talents
  • composite blast wild talents
  • defense wild talents
  • form infusion wild talents
  • substance form infusion wild talents
  • utility wild talents

Chess Pwn wrote:
why not abandon the fight now. Your GM will just give you more and more problems if you continue this route.

I'll just leave this here.


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Rhaleroad wrote:
Just be any bear and call it a Polar Bear....it is just a Skin...wild shape gives all the stats you get anyway. Pretty much any animal exception can just be a skin on something else, PFs or non PFS...as long as the stat works I can't see why a GM would say no.

And yet they still do.

I've even heard there are specific rules in PFS prohibiting players from changing flavor. If a magic hat says its purple, than its purple! *rolls eyes*


The inner voice within your ear

So we've checked out our neighbors.
And we've ended the bandits' reign of terror.

Now what do you guys want to do? Adventure/explore some more hexes?

Or more kingdom building and downtime?


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NEW CHARACTER CONTRIBUTION

From Skylar Malik:

Venture Captain Nael Hissen, 20th-level half elf qinggong zen archer and evangelist

I'm told it's a PFS legal character.


1 person marked this as a favorite.
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Plausible Pseudonym wrote:
Is there a hard GP crafting limit for staves that prevents you from stacking too many spells with high levels or expensive components? I feel like there's a general 200,000 gp crafting cap somewhere, but I can't find it.

In D&D 3.0/3.5, an item's magical components could not exceed 200,000 without resorting to epic rules.

There is no such cap in Pathfinder.


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Nobody said it should be easy. :|


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NEW CHARACTER

Introducing Ariel Grimsby, a high level undine weather witch, survivalist, and shaman known for consorting with (and calling upon) the spirits of her ancestors.

Ariel Grimsby, Undine shaman 12 (speaker for the past)

Ariel is really quite versatile, able to debuff her enemies with her phantom touch and misfortune hex; control the battlefield with entangling vines, walls, and fog clouds (which only she can see through); aid her allies with buffs, healing, or restoration; or just summon up her ancestors to fight alongside her while she delivers blasts and curses alike.

Ariel's high initiative (and temporal celerity ability) and high Perception almost always ensures that she will get the jump on the enemy, and her high AC (despite being nearly naked) gives her the staying power needed to finish the job.

Her various utility spells and staff of the weather round out her options.

Ariel's powers all follow one of three themes: elements and weather, ancestral spirits, and oceanic might. For example, she doesn't dominate people with dominate person; she calls an ancestral spirit to possess her target and follow her commands. She doesn't conjure walls of stone, but walls of coral. She doesn't throw objects and creatures with telekinesis, her ancestral poltergeists take care of that. When combat breaks out, it is absolutely clear to all that one must find a way to break past the many intervening barriers of angry spirits in order to physically harm her.

Enjoy!


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Mark Seifter wrote:
As to your edited last line, I think at least part of it is going to be campaign/adventure specific, and it's probably easy to underestimate just how screwed someone in the (large) area of plant growth is, for example.

I for one won't ever underestimate the power of nature. I've actually been in that exact scenario. The entire party was trapped, with only the party conjurer being able to sort-of teleport around with a class ability, and a powerful enemy who continued to harry us to death while ignoring the growth entirely.

It was an incredibly lopsided encounter. No line of sight and no mobility basically meant we had already lost due to plant growth.


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The writer specifically told me that, that was what he intended when he wrote it. The lack of page space might have influenced his decision to write it that way; I'm not sure, as I didn't ask about that.

Also, I keep hearing that wood is universally worse than earth. I'm just not seeing it. Sure it's a little less versatile, but it really isn't all that bad is it?


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As written, that's not really going to work, since the wood element was specifically DESIGNED to be mixed with other elements.

So good luck; here's hoping they do expand it and that you get what you want.


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Irnk, Dead-Eye's Prodigal wrote:
I just want enough useful, usable options for Phytokinetics that I can make the Ghoran Kinetisist that has been rattling around in the back of my head since forever...

He's calling out to you...

"Your blade may sever every limb, but my power will always bloom!" - Arbutus


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Zwordsman wrote:
I can't find Dazzling Trail.. what is that?

It's an Equipment Trick for cloaks. It can be found in the Dirty Tactics Toolbox supplament. [link]


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Under the Healing hex, you mention that it could be abused with the hex vulnerability spell. Either you overlooked the fact that the spell only works on HARMFUL hexes, or they errata'd it since your writing as you predicted they would.


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Rub-Eta wrote:
Hm, there's actually nothing indicating what level those spells are in regards to Oracles who gain those spells either.

I would assume you get them at the levels that the oracle mysteries indicates.


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So at what levels do you pick up contingency, permanency, telekinesis, or time stop? None appear on the cleric spell list.


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The Mysteries of the Past ability of the Speak of the Past shaman archetype appears to have a typo:

Mysteries of the Past: A speaker for the past gains Linguistics, Knowledge (history), Knowledge (local), Perception, and Use Magic Device as class skills. Also, she adds the spells from the ancestor and time oracle mysteries to her class spell list (at the cleric level for those spells).

Shouldn't it say "(at the oracle level for those spells)" rather than cleric level? Many of the spells don't appear on the cleric spell list in the first place, and so it doesn't make much sense as written.


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I've actually failed DC 0 checks before. Even got as low as a -2 on an Initiative check once.


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dragonhunterq wrote:
What ingame reason did you use before for not allowing young rocs or advanced giant rhinos?

Just to be clear, I'm not advocating allowing any monster/template combo. Though I don't think it would be nearly as "out of hand" as some, I'm sure such a thing would open up some form of abuse or another. There's absolutely no reason to believe you could transform into a young rhino any more than you could a venerable rhino.

I'm advocating the allowance of variant creatures that we KNOW to exist within the rules, such as those variants found on my list in the OP.

Diego Rossi wrote:
And the polar bear in Bestiary 5 isn't an advancement but a stand alone creature, perfectly suitable for beast shape 3+.

Debatable. The developers have not weighed in yet, and many GMs out there will still see the polar bear as a templated bear, and thus will continue to outlaw it.


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Shifty wrote:

For the same reason you can't have a LARGE bear as a companion, but a large wolf or large dog is apparently 'totes legit'.

Chicanery.

The POLAR BEAR from B5 was re-nerfed down to the same itty-bitty bear you could always have.

No large bears.

The oddball nature of the animal companion rules are a whole 'nother beast entirely. Feel free to tackle that one in a different thread if you wish.


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How could it get too far out of hand exactly? The advanced template only adds ability bonuses and natural armor, which you won't benefit from with a polymorph effect, since you use those given by the spell or effect instead. Adding giant template, on the other hand, would be inherently balanced by requiring a higher level spell. Creatures with advanced hit dice wouldn't make much difference either, since none of the things hit dice increases is given by the polymorph rules--you simply use your own hit dice.

(FYI, I'm inclined to agree that you can't just mix and match in order to make up your ideal form; it needs to exist somewhere in the rules.)


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I'v created a FAQ thread in the Rules forum. Please click the FAQ button there if you wish to gain an answer to this mystery as well.

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