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Gunner

Sammy T's page

FullStarFullStar Pathfinder Society GM. 689 posts (927 including aliases). No reviews. No lists. No wishlists. 10 Pathfinder Society characters. 1 alias.


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Shadow Lodge **

If you're playing PFS with a 7PM start time and a varying store close of 11:30pm, truncating beginning to a standard VC briefing q&a and starting at the dungeon entrance is more than fine given it is a basic dungeon crawl. I doubt I can GM L1 in under 5 hours, but the other levels seem/have been doable in that period with our playerbase.

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Jeff Merola wrote:
All instituting a minimum amount of time needed on a module would do is make people lie about how long they spent playing.

^this

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ITT: wrongbadfun and you're-doing-it-wrong

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The Cultist's Kiss

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Actually, kneeling confers a +2 AC bonus vs ranged attacks and -2 AC penalty vs melee attacks...but I'm not sure what action kneeling/standing up from kneeling is (Move?)

Shadow Lodge

It is a Su ability, not a SLA.

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PFS scenario design has the same issue that Guild Wars 2 (a MMO) has.

GW2 did away with the trinity (tank, heals, dps) so people were not forced into roles in a 5-person party. Initially, the playerbase still created tanky-type and support-type characters, but players realized all those builds did was extend fights and give bossess/mobs/etc more time to do more damage to the party. The community switched over to all DPS parties to burn through encounters--while players still had support abilities, for the most part, parties were based around damage-dealing and damage-boosting abilities first and healing/condition-cleansing skills second.

The PF system itself does not allow mmo-style "tanking" and generally, except in dire circumstances, in-combat healing is not the best use of resources. (And, with the easy access to CLW/IH wands, classes with CLW/IH on their spell lists and/or the UMD skill, post-combat healing definitely does not require a healer in-party for PFS.) For PFS scenarios, a competent six-person party primarily focused on combat ability or boosting combat ability with a secondary foci on skills or support abilities spread throughout the party is going to handily cakewalk through most PFS scenarios and use less resources than a "balanced" party by dint of ending encounters quickly. This has a snowball effect as it is assumed prior encounters tax the party's resources, but the party actually saves resources and can go full tilt in later in encounters.

This puts PFS in an awkward position: to change the meta-game of PFS scenarios would unfairly punish players with fair-to-middling system mastery or tables with problematical party composition, yielding a poor experience and driving away potential customers. Leaving it as is can lead to disengagement from their most involved players who grow bored from the lack of challenge, again losing players. While PFS has made strides in increasing the challenge in recent seasons (switching to the 6-person party assumption, Hard Mode), it is still hampered by the CR system and the necessity of one-size fits all encounters.

And, sure, self-regulation is a possible solution but it can be an unsatisfactory one.

Shadow Lodge

Seranov wrote:
Bloodragers don't have a caster level until level 4, so it'd have to be a Tiefling with an arcane SLA in order to get Arcane Strike at level 1 or 3.

Retrain a feat at L4.

(blerg, redundant post. this is what happens when you start to post and then tab over to reddit for 15 minutes)

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A 4th level human abyssal Bloodrager with 20 base STR while raging with Demonic Bulk, Arcane Strike, Power Attack & Reckless Rage does 3d6+22.

3d6 from enlarged Greatsword
+12 from 2H
+6 from Power Attack
+3 from Reckless Rage
+1 from Arcane Strike

Shadow Lodge

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Ranged:
Archer vs Demon, no cover
Archer w/ pet vs Demon, cover
Archer w/ pet vs Demon, cover
Archer w/ pet vs Demon, no cover

Reach Weapon:
Reach vs Demon, no cover
Demon vs Reach, cover

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andreww wrote:
ACG introduces a number of magic rings which add summon options to your list. The Daemon one is excellent as you can summon Cuestodaemons with SMV which have at will dimension door (with nothing limiting it to just the daemon), 3/day dispel magic and fly, 1/day hold monster and slow and constant see invisibility.
Summon Monster wrote:
A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities.

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12 people marked this as FAQ candidate.

The Grab ability changed from Bestiary 1 to Bestiary 2 and the FAQ stated that B2 was the correct, updated version.

Bestiary 4 used the language of the old Bestiary 1 version of the Grab ability.

Is Bestiary 4 correct or incorrect?

Shadow Lodge

I know a Grappling FAQ/tune-up is far down the line, but are you willing to share your thoughts on how you feel it is currently balanced? Too strong, too weak, just about right?

As it is right now, if you play by RAW (not JJ's interpretation) that on Round 1 you can only initiate the grapple and then on subsequent rounds us Greater/Rapid/Standard grapple, it means that even when a L11 grappler is next to his target, it takes 2 rounds to do a whole grapple routine...while in that same time a Full Caster has dropped at least 2 Save or Die spells and a Full BAB martial has full attacked twice.

If you play by JJ's interpretation, that you can use standard/Greater/Rapid in a single round, that puts a martial grappler back on par with a melee.

(I could see pushing Rapid Grappler back to L11 to keep it on pace with BAB full attacks and/or cumulative -5 CMB penalties on each additional grapples past the first in the same round.)

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Feeble
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Shift X
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Fred gets the Blind condition.

Charlie Binding Ties the Blind. Fred can see, Charlie is Blinded.

Charlie drinks a Potion of Remove Blindness. Removing the condition.

BT wears off. Blindness does not revert to Fred as it has ended/been removed.

You need to remove the effect ON YOURSELF to prevent reversion.

So, if you are the cleric and used Binding Ties on a dead PC, healing that PC doesn't stop the death effect from returning and killing them outright. You need to remove the Dead condition ON THE CLERIC to prevent it from jumping back to the PC.

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"If more than one condition affects a character, apply them all. If effects can't combine, apply the most severe effect."

You have the Dying condition.

You then get the Dead condition.

You removed the Dead condition.

You have the Dying condition.

eta:

Quote:

A dying creature is unconscious and near death. Creatures that have negative hit points and have not stabilized are dying. A dying creature can take no actions. On the character's next turn, after being reduced to negative hit points (but not dead), and on all subsequent turns, the character must make a DC 10 Constitution check to become stable. The character takes a penalty on this roll equal to his negative hit point total. A character that is stable does not need to make this check. A natural 20 on this check is an automatic success. If the character fails this check, he loses 1 hit point. If a dying creature has an amount of negative hit points equal to its Constitution score, it dies.[/spoiler]

Shadow Lodge **

Anyways, back to the original topic.

Remember the CRPG Icewind Dale 2? It was the first Infinity Engine game to use the 3.0 ruleset. You could forgo leveling ("level squat") and artificially boost the xp gained. Then level individual characters strategically when the challenges rose. You'd have a party of all L4s squatting into the midgame, run into a mass of melee monsters, then decide to spike your fighter to L8 cut through the horde while the rest remained L4 and soaked up xp.

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BigNorseWolf wrote:
Sammy T wrote:
Victor Zajic wrote:
I would expect that the vast majority of GMs will not let you treat dead as a condition for this ability.
As PFS is run RAW, Dead is a condition and the player would have a valid complaint if the GM did not allow the ability to work as written.
.. yeah. No.

Why not? If you run it as RAW for the dead condition:

It's a 1 for 1 trade (I'm dead, you're not dead).

The target reverts to the DYING condition and still needs healing to positive HP. (Hilariously, they can keep failing stabilize checks and end up even more in the hole as they are immune to the Dead condition.)

The target, when healed to positive, has the prone condition AND dropped their weapon.

The target is going to die again.

It's actually a bad trade action economy-wise. Tactically, its value varies greatly as it depends on if the person you're bringing back is key for the fight.

eta: concur with Finlanderboy

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Finlanderboy wrote:
If two people traded conditions would they also be immune the condition??

Let's say the clerics are L2.

Round 1
Cleric 1 gets Nausea.

Cleric 2 uses Binding Ties. C2 gains Nausea. C1 loses Nausea and gains Immunity.

Round 2
C1 uses Binding Ties. C1 gains Nausea but is immune. C2 loses Nausea and gains Immunity.

Round 3
C2's Binding Ties wears off. Normally, the condition would revert to C1, but the condition was transferred to C1. There is no condition to transfer. However, C1 loses BT immunity...and he currently holds the condition. He gains Nausea.

Round 4
C1's Binding Ties wears off. Nausea reverts to C2. At this point, I would say table variation would kick in ("At the end of this effect, the condition reverts to the original creature, unless it has ended or is removed by another effect"). Does C2 count as the "original" creature in relation to BT and the Nausea remains with C2 (especially as their BT has expired). Or would a GM count the first creature to gain the condition as the original creature and have it bounce C1 to C2 to C1?

TL;DR If you run 2 clerics with this, you're just begging for table variation and GM consternation

Shadow Lodge

3 people marked this as FAQ candidate. 2 people marked this as a favorite.
Victor Zajic wrote:
I would expect that the vast majority of GMs will not let you treat dead as a condition for this ability.

As PFS is run RAW, Dead is a condition and the player would have a valid complaint if the GM did not allow the ability to work as written.

Shadow Lodge

Death is a condition.

How it would work:

Fred the Fighter (14 Con) is reduced to -15 HP. He dies.

Charlie the Cleric uses Binding Ties.

Charlie the Cleric takes on the dead condition. Let's say he's sixth level, so it lasts six rounds (Charlie cannot end the condition as a free action because he's dead, so it will run its full duration).

Fred the Fighter is still at -15 HP. As he is immune to the Dead, he now has the Dying condition.

Bob the Barbarian pours a cure potion down Fred's throat and Fred is now at 1 HP.

Several rounds later, Binding Ties ends. Charlie loses the Dead condition and it reverts back to Fred. While Fred is at positive HP, the Dead condition applies and he's dead. Again.

We actually had a pair of brothers at our FLGS who played characters who were brothers and each dipped 1 level Cleric for this. They would daisy chain conditions.

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thorin001 wrote:
Sammy T wrote:
thorin001 wrote:
claudekennilol wrote:
Jacob Saltband wrote:

Are Aasimar strickly half human or is that just the default?

Would a half-anything Aasimar qualify for that anything races feats, traits, archetypes, and even favored class options?

For PFS Aasimar are only from humans. They don't count as "half human" like half-elves or half-orcs do. To actually count as human you'd need to take the Scion of Humanity trait.

To the above.. why are Aasimar Warpriests broken?

Asimars can be half anything in PFS, only Tieflings have the human heritage restriction.

*Note: Tieflings may only be half-human. Other races, including but not
limited to dwarf, elf, gnome, halfling, half-orc, tengu, and any other race, are
not legal in PFS.

This language does not appear in the Aasimar entry.

claudekennilol is correct.

It was clarified on the board.

Here is the FAQ.

The board post is irrelevant.

The FAQ post does not preclude a Gnome-Aasimar, it just means that for effects he is treated as a human rather than a gnome. Silly, but so is effectively giving them the humanoid type.

The only thing that changes mechanically for other than human Aasimars is size.

The board post is not irrelevant as it is the organizer of PFS.

Shadow Lodge

They don't stack as they are both circumstance bonuses.

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thorin001 wrote:
claudekennilol wrote:
Jacob Saltband wrote:

Are Aasimar strickly half human or is that just the default?

Would a half-anything Aasimar qualify for that anything races feats, traits, archetypes, and even favored class options?

For PFS Aasimar are only from humans. They don't count as "half human" like half-elves or half-orcs do. To actually count as human you'd need to take the Scion of Humanity trait.

To the above.. why are Aasimar Warpriests broken?

Asimars can be half anything in PFS, only Tieflings have the human heritage restriction.

*Note: Tieflings may only be half-human. Other races, including but not
limited to dwarf, elf, gnome, halfling, half-orc, tengu, and any other race, are
not legal in PFS.

This language does not appear in the Aasimar entry.

claudekennilol is correct.

It was clarified on the board.

Here is the FAQ.

Shadow Lodge

Andy Ferguson wrote:
Sammy T wrote:


I would strongly caution that for PFS you need to check additional resources as there feats, items and archetypes that specifically called out as needing to be of that that race for that source (like the entirety of the ARG).

Isn't that what Racial Heritage does though?

In order to preserve build diversification and minimize the power of Racial Heritage, PFS made the conscious choice to restrict racial archetypes/feats/etc for certain sources. (imho)

Shadow Lodge **

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It's ok, neither do I.

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To be fair, bam bam wacky wacks have been overshadowed by laser pew pews since 3P0. While the CoreBeyonce hulky smash 'ems are great with their rage 'em ups, the new AceyGeeWhiz! gave us the compelling hulky spell 'ems, hulky sing 'ems and non-pally divine warrior bible thumpers (which has the best archetype, Bruce pallee)

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Negative Zer0 wrote:

Human's with Racial Heritage is the ONLY PFS legal way to do this.

Prerequisite: Human. [Edit: For clarification Half Elf and Half Orc count as human]

Benefit: Choose another humanoid race. You count as both human and that race for any effects related to race. For example, if you choose dwarf, you are considered both a human and a dwarf for the purpose of taking traits, feats, how spells and magic items affect you, and so on.

FAQ
Racial Heritage: Can a human with this feat take levels in an archetype that requires you to be of a specific race?

Yes, the Racial Heritage feat allows you to qualify for archetypes that have the chosen race as a requirement, assuming you still meet all of the other requirements to take levels in the archetype.

http://www.d20pfsrd.com/feats/racial-feats/racial-heritage

You can also only take PFS legal races as your second humanoid race.
EX: You can't choose ORC as your second race.

I would strongly caution that for PFS you need to check additional resources as there feats, items and archetypes that specifically called out as needing to be of that that race for that source (like the entirety of the ARG).

Shadow Lodge

1 person marked this as a favorite.

Zen Archer 8/Inquisitor 2

Buffs on: Mage Armor (wand), Barkskin (Qiggong)
Feats/Abilities on: Flurry, Deadly Aim, Point Blank

AC 31
+16/+16/+16/+11/+11 1d8+10 (+2d6 vs evil)

I haven't played this guy in a while, so if something's slightly off, I just haven't got around to adjusting it.

Spoiler:
Cyrus Sevenfingers
Male dwarf inquisitor (infiltrator) of Irori 2/monk (zen archer, qinggong monk) 8
LN Medium humanoid (dwarf)
Init +17; Senses darkvision 60 ft.; Perception +21

--------------------
Defense
--------------------

AC 31, touch 23, flat-footed 29 (+4 armor, +2 Dex, +4 natural, +1 deflection, +10 untyped)
hp 83 (10d8+30)
Fort +13, Ref +10, Will +19; +4 vs. spells and spell-like abilities, +2 vs. abilities that detect lies or force the truth, +4 and one size larger to resist effects of wind, +2 vs. poison
Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants)

--------------------
Offense
--------------------

Speed 40 ft.
Melee unarmed strike +10/+5 (1d10+2)
Ranged +1 adaptive holy composite longbow +17/+12 (1d8+10/×3 plus 2d6 vs. evil+2 flurry)
Special Attacks flurry of blows, +1 on attack rolls against goblinoid and orc humanoids, judgment 1/day, ki flurry, ki speed, ki strike, cold iron/silver, ki strike, magic, zen archery
Spell-Like Abilities (CL 10th; concentration +7)
. . At will—detect alignment
. . —barkskin (self only, 1 ki)
. . —restoration (self only, 2 ki)
. . —true strike (self only, 1 ki)
Inquisitor (Infiltrator) Spells Known (CL 2nd; concentration +10):
. . 1st (4/day)—divine favor, litany of sloth, protection from evil
. . 0 (at will)—brand (DC 18), detect magic, guidance, resistance, sift
. . Domain Conversion Inquisition

--------------------
Statistics
--------------------

Str 14, Dex 14, Con 14, Int 10, Wis 26, Cha 5
Base Atk +7; CMB +10; CMD 32 (36 vs. bull rush, 36 vs. trip)
Feats Clustered Shots[UC], Deadly Aim, Improved Initiative, Improved Precise Shot, Improved Unarmed Strike, Perfect Strike[APG], Point Blank Master[APG], Point-blank Shot, Precise Shot, Steel Soul[APG], Toughness, Weapon Focus (longbow), Weapon Specialization (longbow)
Traits reactionary, wisdom in the flesh
Skills Acrobatics +10, Bluff +24, Climb +6, Diplomacy +25, Disable Device +23, Heal +12, Intimidate +12, Perception +21 (+23 to notice unusual stonework), Sense Motive +17, Survival +17
Languages Common, Dwarven
SQ fast movement, forbidden lore, ki archery, ki arrows, ki defense, ki pool, misdirection, necessary lies, unarmed strike
Combat Gear +1 dwarf-bane arrows (50), +1 elf-bane arrows (50), +1 human-bane arrows (50), cold iron arrows (50), oil of bless weapon, potion of air bubble, potion of cure serious wounds, potion of daylight, potion of fly, potion of remove blindness/deafness, potion of remove curse, potion of restoration, lesser (2), scroll of invisibility, greater, silver arrows (50), wand of cure light wounds, wand of inflict light wounds (50 charges), wand of mage armor (50 charges), alchemist's fire, antiplague, antitoxin, holy water, liquid ice (2); Other Gear +1 adaptive holy composite longbow, blunt arrows (40), cloak of resistance +1, goz mask, handy haversack, headband of inspired wisdom +4, cracked dusty rose prism ioun stone, cracked pale green prism ioun stone (attack), cracked pale green prism ioun stone (saves), lenses of situational sight, ring of protection +1, sleeves of many garments, backpack, bedroll, belt pouch, canteen, dwarven trail rations, elixir of spirit sight (worth 1,000 gp), grappling arrow, grappling hook, ioun stone (pale green prism, cracked), silk rope (100 ft.), smoked goggles, spell component pouch, thieves' tools, masterwork, 23,620 gp, 5 sp

--------------------
Special Abilities
--------------------
Antitoxin
Barkskin (self only, 1 Ki) (Sp) Self Only. Costs 1 ki point to activate.
Clustered Shots Total damage from full-round ranged attacks before applying DR
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Fast Movement (+20 ft.) The Monk adds 10 or more feet to his base speed.
Flurry of Blows +7/+7/+7/+2/+2 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting.
Forbidden Lore (Ex) May cast spells of alignment opposed to own or deity alignment.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Improved Precise Shot Ignore AC bonuses and miss chance from anything less than total cover/concealment.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Inquisitor (Infiltrator) Domain (Conversion Inquisition): You are a powerful persuader. A honeyed tongue empowered by divine argumentation sways the indifferent and adversarial to your side.
Judgment (1/day) (Su) Variable bonuses increase as the combat continues.
Ki Archery (Su) 1 Ki point: +50' range increment for bows.
Ki Arrows (Su) 1 Ki point: bow deals the same damage as unarmed strike.
Ki Defense +4 (Su) Use 1 ki as a swift action, to gain a +4 dodge bonus to AC for 1 rd.
Ki Flurry (Su) Use 1 ki as a swift action to gain an extra Flurry of Blows attack.
Ki Pool (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Ki Speed (Su) Use 1 ki as a swift action to increase speed by 20 ft for 1 rd.
Ki Strike, Cold Iron/Silver (Su) If you have ki remaining, unarmed strikes count as cold iron and silver to overcome DR.
Ki Strike, Magic (Su) If you have ki remaining, unarmed strikes count as magic to overcome DR.
Misdirection (True Neutral) (Sp) When prepare spells choose an alignment to count as for magical detection.
Necessary Lies +2 (Su) Gain bonus to saves vs abilities detecting lies or forcing truth.
Perfect Strike (2d20, 8/day) With certain weapons, roll twice, higher is attack, lower is confirmation roll.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Potion of air bubble Add this item to create a potion of a chosen spell.
Potion of daylight Add this item to create a potion of a chosen spell.
Potion of fly Add this item to create a potion of a chosen spell.
Potion of remove blindness/deafness Add this item to create a potion of a chosen spell.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Restoration (self only, 2 Ki) (Sp) Self only. Costs 2 ki points to activate.
Scroll of invisibility, greater Add this item to create a scroll with spells on it.
Sleeves of many garments Transform current clothes into any non-magical new form.
Smoked goggles +8 save vs. visual effects, -4 sight-based Perception and you treat all opponents as having 20% concealment.
Steel Soul Hardy's save vs. spells and spell-like abilities becomes +4
True Strike (self only, 1 Ki) (Sp) Costs 1 ki point to activate.
Unarmed Strike (1d10) Extra unarmed strike dam, no off-hand dam reduction and don't need free hands to att.
Wand of inflict light wounds (50 charges) Add this item to create a wand of a chosen spell.
Wand of mage armor (50 charges) Add this item to create a wand of a chosen spell.
Wisdom in the Flesh (Disable Device) Disable Device becomes a Wisdom-based, class skill.
Zen Archery (Su) Use WIS instead of DEX for ranged attacks with a bow.

Shadow Lodge

I'm at work so can't post full builds right now, but:

Zen Archer (ranged damage, option: dip Inquisitor for WIS-SAD synergy)

STR-based Tetori/Qiggong (control/damage)

DEX-based Tetori/Qiggong (AC tank/control)

Sensei/Ki Mystic/Lotus/Qiggong (buff/knowledge/control)

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Optimized to do what?

Shadow Lodge **

26 people marked this as a favorite.

Meanwhile, in the lobby of the Grand Lodge:

<LFG><Tootsweet>LF3M Blackros Matrimony, Min Diplo +12, No PreGens, link char sheet

<general><Bardtarded>HAHAHA I SAW SUM1 W/ A L4 ROGUE WAT A NOOB

<LFG><DrFunkenstein>LFG Aas Life Oracle ChannSpecced, any 7-11, NO HARD MOAD PLZ

<general><GetAGrippli>What do I spend PP on?

<trade><KitKatsune>Why is there even a trade channel, isn't crafting banned in PFS?

<LFG><MysticSurge>LF2Melee subtier 4-5, 20 DPR or GTFO

<general><GetAGrippli>What do I spend PP on?

<trade><Sexysaurus>@kitkatsune, people trade PFS boons in trade

<trade><KitKatsune>oh

<trade><KitKatsune>WTB PFS BOON

<LFG><AsmodeusExMachina>LF2M for Hard Mode Kyle Baird speedrun. Chat specs for invite

<general><GetAGrippli>Anyone? Plz?

Shadow Lodge **

I learned proc from WoW.

Proc on WowWiki, with general history and specific WoW usage

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Yes, you will get 3 tables of credit towards GM stars.

No, you will not get 3 GM chronicle sheets. You only get a chronicle sheet the first time you run this scenario. Only tier 1 scenarios and level 1 modules are eligible for reruns for credit (this is a tier 1-5 scenario, not tier 1 like First Steps).

Shadow Lodge

Fictional or non-fictional, who is the creative inspiration for your character(s) mechanics/thematics/roleplay?

Dagvaar Inkalde, Mystic Theurge of Asmodeus: Al Pacino from the Devil's Advocate...but really Al Pacino from Scent of a Woman. HOOAH!

Konraeus, Barbarian in service to Zarta's Dark Archive: Doctore (Oenomaus) from Spartacus--especially his dialogue styling.

Bruno Breakbone, a beautiful and handsome Tetori: Bruno Sammartino (and old school wrasslers)

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Lots of varying origin stories, but I definitely buy the "graphics made your characters look cartoon-y and 'toon' became shorthand for character in MMO chat in the mid/late 90s" version.

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trollbill is just the worst.

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Yes.

Advancing Your Character, Core Rule Book wrote:
A character advances in level as soon as he earns enough experience points to do so—typically, this occurs at the end of a game session, when your GM hands out that session's experience point awards.

Shadow Lodge **

2 people marked this as a favorite.

Just to save everyone time rehashing this topic (bringing your own healing), may I suggest this 591-post thread, "I bought a Gosh Darn cure wand" for your perusal?

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@Finlanderboy, I'm sorry for the lack of players in your area. I posted an inquiry for my FLGS this past week to gauge interest in post L12+ play. Between that post's response and folks I know, we have 20ish folks with 30ish characters about to hit 12 or are 12+.

@David_Bross, yeah, I was hoping for newer info than that older posting.

While EoTT is a great series, it's growing less relevant as more and more seasons pass (especially for players who may not have played early season scenarios).

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Has there been any updates about the retirement arc to replace the aging EoTT?

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Nefreet wrote:

I'll have done PFS for two years next month. I've GMed exactly 150 games, have been to Conventions all across the West Coast, and have 5 retired characters.

I've never seen anyone waste gold on a Dazing Metamagic Rod.

I've seen it several times.

Dazing Assault at L11+ is also popular as a hasted melee can hit a single target 4 times and force a DC 21+ FORT each time (or spread the love around to other targets in reach once the first foe is dazed). The DC doesn't have to spectacular if you force a creature to roll multiple times in a round.

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nosig wrote:
doesn't help much if I take 10 on the roll... and if I don't take 10 I roll less than 10 on both rolls, so taking 10 is normally better for me anyway.

On rolls you are confident you can take 10 on and ace, simply don't use the effect. For trickier knowledges or combat knowledge checks, this would be ideal.

Shadow Lodge **

Investigative Mind--perfect spell for a wand or a higher tier caster who can get some mileage out of it.

Shadow Lodge

From the PFS blog for this week:

Quote:


What are the warpriest's retraining synergies (as per Ultimate Campaign's retraining rules on page 190)?
In Pathfinder Society Organized Play, determine the retraining synergies for the Advanced Class Guide classes by substituting one class name for an existing class on the table. For example, an arcanist has the same retraining synergies as a wizard, and any class that lists the wizard as a retraining synergy also has the arcanist as a retraining synergy.

Substitute the term "arcanist" anywhere the term "wizard" appears.
Substitute the term "bloodrager" anywhere the term "barbarian" appears. Bloodragers have retraining synergy with sorcerers and vice versa.
Substitute the term "brawler" anywhere the term "fighter" appears.
Substitute the term "hunter" anywhere the term "ranger" appears.
Substitute the term "investigator" anywhere the term "alchemist" appears.
Substitute the term "shaman" anywhere the term "druid" appears.
Substitute the term "skald" anywhere the term "bard" appears. Skalds have retraining synergy with barbarians and vice versa.
Substitute the term "slayer" anywhere the term "ranger" appears. Slayers have retraining synergy with rogues and vice versa.
Substitute the term "swashbuckler" anywhere the term "fighter" appears.
Substitute the term "warpriest" anywhere the term "paladin" appears.

Shadow Lodge

I've been theory-noodling around with a Sensei/Ki Mystic/Lotus/Qiggong support monk. Good to see it's viable.

Shadow Lodge

Cloak of resistance +2

Shadow Lodge **

PFS PREP

Also read page 32 of the guide to Pathfinder Society Organized Play.

Shadow Lodge **

Wands: CLW, IH, Mage Armor, Bless

Masterwork Composite Bows +X STR

Oil/Potions: Daylight, Fly, Remove Blindness/Deafness

Shadow Lodge **

@dhijka: 20% concealment still allows for AOOs

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