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Eriniell

Sammy T's page

FullStarFullStar Pathfinder Society GM. 894 posts (1,157 including aliases). No reviews. No lists. No wishlists. 11 Pathfinder Society characters. 3 aliases.


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Shadow Lodge

2 separate pools. Talk to your GM.

Shadow Lodge

You cannot place the brawling enchant on Bracers of Armor.

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You should have had an initial +4 since you knew there was an illusion (from the briefing).

A character faced with proof that an illusion isn't real needs no saving throw. Once the swarms appear out of nowhere (emerging from unseen buildings) and the derakni shoot their enervations, that is enough proof that the illusion is not real.

In fact, you teleport onto a fountain, so immediately, your party is interacting with the illusion because they're on stone but the mirage arcana is of grass, boom, immediate will save to disbelieve with +4.

eta: mirage arcana--"Still, it can't disguise, conceal, or add creatures (though creatures within the area might hide themselves within the illusion just as they can hide themselves within a real location)." The derakni would be subject to stealth & sniping rules at the very least.

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That is current work around we plan on using for players; I was looking for something for the GM side of things

Shadow Lodge

I have a bag of holding. I didn't include my consumables list because it's long and situational.

Shadow Lodge

Rune stones are legal but dang pricey.

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Quote:
A dueling weapon (which must be a weapon that can be used with the Weapon Finesse feat) gives the wielder a +4 enhancement bonus on initiative checks, provided the weapon is drawn and in hand when the Initiative check is made.

Shadow Lodge **

3 people marked this as a favorite.

I would be willing to pay $1 more for the most current and recent content. Prices would decrease depending on the age of the season. When a new season starts, everything bumps down a price tier.

$4.99
Season 6
Season 5

$3.99
Season 4
Season 3

$2.99
Season 2
Season 1

$.99
Season 0

Shadow Lodge

Whelp, Kimono for sure then. Any suggestions for L7/8 spells?

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If you GM a module (3xp, 4pp, Xgp), can you voluntarily take a reduced reward 2xp, 2 pp, 2/3Xgp or even 1xp, 1pp, 1/3Xgp?

Shadow Lodge

1 person marked this as a favorite.

Ahh, necromancing my own thread as my Oracle is L17 and beginning the final push to 20.

Spoiler:

Longspear Lux
Male human (taldan) oracle (dual-cursed oracle) 1
NG Medium humanoid (human)
Init +4; Senses lifesense; Perception +0

--------------------
Statistics
--------------------
Str 12, Dex 10, Con 22, Int 8, Wis 10, Cha 29
Base Atk +12; CMB +13; CMD 23
Feats Extra Channel, Extra Revelation[APG], Flagbearer[ISWG], Quick Channel[UM], Quicken Spell, Reach Spell[APG], Selective Channeling, Spell Penetration, Toughness

--------------------
Defense
--------------------
AC 18, touch 10, flat-footed 18 (+7 armor, +1 shield)
hp 212 (17d8+124)
Fort +19, Ref +11, Will +16; +2 resistance bonus to recover from a continuing effect (ongoing poison, ongoing disease, recover from hold person, etc.)
Immune exhaustion, fatigue

--------------------
Spells
--------------------
. . 8th (5/day)—mass cure critical wounds, mass heal, holy aura
. . 7th (7/day)—mass cure serious wounds, holy word (DC 26), greater restoration, resurrection, summon monster VII
. . 6th (7/day)—banishment (DC 25), blade barrier (DC 25), mass cure moderate wounds, greater dispel magic, heal, summon monster VI
. . 5th (8/day)—break enchantment, breath of life (DC 24), greater command (DC 24), mass cure light wounds, greater forbid action (DC 24), plane shift (DC 24), raise dead, spell resistance, wall of stone
. . 4th (8/day)—blessing of fervor[APG] (DC 23), cure critical wounds, debilitating portent, freedom of movement, greater magic weapon, communal protection from energy, restoration, spit venom (DC 23)
. . 3rd (8/day)—bestow curse (DC 22), cure serious wounds, dispel magic, invisibility purge, magic circle against evil, magic vestment, prayer, stone shape
. . 2nd (8/day)—calm emotions (DC 21), cure moderate wounds, ghostbane dirge (DC 21), grace, hold person (DC 21), martyr's bargain, oracle's burden (DC 21), communal protection from evil, shield other, silence (DC 21)
. . 1st (9/day)—cure light wounds, ill omen, liberating command, moment of greatness, obscuring mist, remove fear, sanctuary (DC 20)
. . 0 (at will)—create water, detect magic, detect poison, ghost sound (DC 19), guidance, light, mage hand, mending, read magic, resistance, spark (DC 19)

MAGIC ITEMS:
Headband: Headband of CHA +6
Neck: Aegis of Recovery
Shoulders: Cloak of Resistance +5
Chest: Mnemonic Vestment
Belt: Belt of CON +6
Slotless: Bag of Holding, Cracked Pale Green Prism I.S. +1 Saves, Page of Spell Knowledge: Grace, (assorted scrolls & potions)

Weapon: +1 Silver Longspear w/ Banner of the Ancient Kings
Armor: +1 Determination Agile Breastplate, Masterwork buckler

FEATS:
Extra Channel
Extra Revelation
Flagbearer
Quick Channel
Quicken Spell
Reach Spell
Selective Channeling
Spell Penetration
Toughness

I'm dual-cursed Life Oracle so I'm chockfull of the standard suite of revelations (Misfortune, Life Link, Channel, etc.

I have 2 open feats: one needs to be a Metamagic feat (need a suggestion) and the other will be Spell Perfection: Breath of Life. I'm thinking maybe Extend since I dole out a lot of buffs at night before we go to sleep that will last through the next adventuring day?

I have 2 open L7 spell slots and 1 open L8 spell slot. I can also change 1 spell known. Suggestions?

I typically run with a conjuration Wizard, Superstitious Dazing Assault Pounce Barbarian, fully kitted out archer & an archeologist Bard. The Wizard and I share a Slotted Orange Prism Ioun Stone for buffing. I toss out Magic Vestments (including on myself) and Greater Magic Weapons.

I'm sitting on approx 150K gp.

Things I was thinking of:
Otherworldly Kimono (have access via chronicle)
+1 Spiked Gauntlet of Dueling (+4 Init)
Ioun Stone (that grants +1 Init)
Jingasa of the Fortunate Soldier
Ring of Freedom of Movement
Glove of Storing (if I buy rods)
Spellguard bracers
Tome (CHA) or Manual (CON)

Any thoughts or suggestions are welcome.

Shadow Lodge **

Timrod wrote:
Can I ask how he did that? I made a conjuration-spec wizard and have been taking every possible DC increase I can find and have no idea how an L7 sorcerer can have a DC over 30 on any spell. Is it that he JUST has confusion and that's his only thing?

He didn't say it was level 7, only that it was a 7-11 scenario. Here's a quick napkin math theoretical L8 kitsune sorceror

L8 Kitsune Sorcerer Fey Bloodline
24 CHA (18 + 2 Racial + 2 Level Ups + 2 Headband)

10 Base
4 Spell level
7 Charisma
2 Kitsune FCB x8
2 Spell Focus/Greater Spell Focus
2 Fey Bloodline
2 Focused Metamagic Rod
1 Kitsune Magic racial trait

DC 30 Confusion

I don't play DC boosting casters, so I'm sure there's a trick or two I'm missing. Add a level or two, and his DC breaks 31 from upgrading his headband.

eta: Kitsune Magic racial trait

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Kevin Ingle wrote:
Sammy, interesting read...I have one comment about the Status Effects paragraph. Packing a scroll of Make Whole is fairly pointless for a front line fighter by 3rd or 4th. By that point in time, most have at least a main +1 armor and weapon, and the scroll would not fix such a destroyed item...

It's more to remove the "broken" condition.

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deusvult wrote:

With respect to the OP, his document has great advice but it advocates too much munchkinism for my palate. Forget what he said about being wrongbad if you can't solo the entire encounter by yourself in 3 or 4 rounds; you still have an entire party to help. And their players will be bored/resentful if you DO build a character that can solo the fights.

Focus instead on his good advice about being prepared and not falling into the trap of being one dimensional.

1) 'Munchkinism' is quite the pejorative term to be throwing around. Let's avoid that, shall we?

2) I never said you should solo the encounter nor did I state you're horrible if you couldn't. I also did state you would not be alone.

Quote:
Remember, Fred is not fighting this monster alone. He has his fellow PCs at his side. But now, he actually fills the role of damage dealer versus thinking that he is one. While the both Freds would be absolutely fine for low levels, at higher tiers, Fred the Longsword fighter will become less and less effective (and probably less fun to play) while Fred the Greatsword fighter will continue to contribute in combat.

In fact, all my 'good' examples were pretty run of the mill competently built characters...built to do what the player intended their role to be vs trying to fill that role, failing and becoming frustrated. I purposely avoided min/maxed examples (unless you consider a L3 Fighter with 18 STR, 2H weapon & Power Attack / L7 Wizard with 20 Int, Spell Focus, Greater Focus / L11 Fighter Sword & Board Fighter with 30ish AC 'munchkin builds').

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2 people marked this as a favorite.

Updated document to version 1.1

-General spelling and grammar fixes
-Added special note to Mechanics section (re: CR comparison)
-Changed "headband of charisma" to "headband of intelligence" for Wanda the Wizard

ETA: I can't find the final doc right now, but below is the near-final text of handout I gave to our local player base

Are You Prepared?:

As you level your character in Pathfinder, you should make sure they are properly prepared for challenges they will encounter! Here's a basic guide for things you should keep in mind:

LOW LEVELS (1-3)

WEAPONS: Do you have both a ranged and a melee weapon? You don’t always choose the range at which you fight.

HEALING: Do you have self-healing? A Wand of Cure Light Wounds only costs 2 Prestige Points and has 50 charges--even if you can’t use it, someone else probably can. DO NOT expect other party members to provide healing for you.

DARKNESS: Do you have a way to see in the non-magical darkness? Whether it’s a torch, a sunrod, a light cantrip or just plain darkvision, you need to be able to see in unlit areas.

DAMAGE REDUCTION: Do you have a backup weapon with a different damage type? Some monsters have DR that can only be overcome by slashing, piercing or blunt damage.

SWARM/OOZES: Do you have anti-swarm weapons or anti-ooze options? Older seasons are notorious for swarms. Even a flask or two of Alchemist’s Fire, Acid Flask, etc. can make a difference.

DID YOU KNOW: …that a knotted rope reduces a climb check to DC 5? Always have a rope handy!

MID LEVELS (4-7)

HEALING: Do you have emergency self-healing? A single potion of Cure Moderate Moderate or Cure Serious Wounds can get you back in the fight…or keep you alive long enough to run away.

DARKNESS: Do you have a way to counter magical darkness? An oil of Daylight or the ability to cast Daylight will help counter Deeper Darkness…very important as not even darkvision will penetrate supernatural darkness.

DAMAGE REDUCTION: Monsters may have damage resistance that can only be overcome by cold iron/silver/adamantine. Oil of Bless Weapon or Align Weapon are helpful for alignment based DR.

INVISIBLE/INCORPOREAL: Monsters with these abilities begin to appear. Glitterdust, Faerie Fire and See Invisibility are hard counters to invisibility. Archers should invest in the weapon blanch Ghost Salt for some of their arrows for incorporeal foes.

DID YOU KNOW: …third level potions or oils such as Fly, Daylight, Remove Blindness, Water Breathing, Gaseous Form, etc. are only 2 PP away. While you can only make a 2 PP purchase once a scenario, you can slowly build up a cache of situational potions!

HIGH LEVELS (7+)
If you have out of combat healing, emergency combat healing and ways to counter darkness/DR/abilities, you are generally prepared for most combats at high level. Here are other things to be prepared for:

FLYING: Melee characters need the ability (by potion, spell or item) to combat flyers that prefer to stay at range.

GRAPPLING: Caster and ranged characters need options to avoid or escape grapples.

DID YOU KNOW: …a level 1 Protection from Evil flat out prevents domination by an evil spellcaster. This is very important because it’s one thing when your friend’s MurderDeathKill Machine is attacking foes, it’s another thing when he fails his save against Dominate Person and attacks the party.

(blah blah outro text I can't find)

Shadow Lodge **

@sebastian, I have a dedicated "prep by tier" guide that distills the PFS forum wisdom to a handy list. I'll see if I still have a copy and add that as a seperate link.

@rei absolutely!

@breti the 'accepted' wisdom is to compare against (your level+2) CR for efffectiveness. If your character can cope with that, then they should be ok with at-level CR encounters (or under CRed foes). The CR system is obviously not perfect, but you don't want to build for encounters that aren't meant to challenge the party, but encounters that are. I'll clarify that point!

I'm off to play in Mummy's Mask, so I'll check back later tonight to answer any other thoughts and hopefully post a slightly updated draft!

Shadow Lodge **

Haha, I'll try to fix any typos and get an updated version posted ;)

Shadow Lodge **

13 people marked this as a favorite.

Here is something I put together for our local players to refer to. It is not meant to be an exhaustive guide, but rather a brief overview about how the game changes and how they should prepare themselves.

Putting on Your Big Boy Pants: Transitioning to High Tier

Shadow Lodge **

7 people marked this as a favorite.
Mike Brock wrote:
There were also multiple, 28-minute runs of Master of the Fallen Fortress (up to 8 a day).

Looks like that Fortress...

(•_•)
( •_•)>⌐■-■
(⌐■_■)

...has been mastered.

Shadow Lodge **

1 person marked this as a favorite.

I suspect the kineticist will become the overwhelming favorite Occult class.

I greatly enjoy my L8 Geokineticist, even in his semi-gimped form. I look forward to the book's release so I can have more utility out of combat (via boosted skillpoints and new Kineticist powers).

Shadow Lodge **

3 people marked this as a favorite.

Since a paladin is not changing alignments, no atonement is necessary:

"A character may only worship one deity at a time; the character may change which deity she worships between sessions at no cost. If this change requires the character to change alignment, the character is required to pay for an atonement. Any element incompatible with the new deity no longer functions. These elements may be retrained at normal cost using the rules from Ultimate Campaign.

For example, a cleric of Desna with the Travel and Luck domains and the Butterfly Sting feat switches her worship to Shelyn. The cleric may still use the Luck domain because Shelyn grants that domain, but not the Travel domain or the Butterfly Sting feat, because worship of Shelyn does not grant access to those features."

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I forgot to add that on top of all the spell access, they also can pick Witch Hexes like Slumber, Misfortune & Fortune.

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Undone wrote:
Sammy T wrote:
Druid spell list
This is not true they have a unique spell list.

Thanks for the correction. I did the playtest where it changeged from Cleric > Druid > Unique (in release)

Shadow Lodge **

Human Shaman

Unique spell list (corrected)

FCB choose cleric 1 level lower than you can cast

You choose 1 base spirit to start (think Oracle Mystery). Eventually, you choose a second rotating spirit as well (a second Mystery), so you can basically pick the spirit with the spells/abilities that best suit your situation that day/scenario.

Then at L6, with Spirit Talker, you can poach a hex (think Oracle Revelation) from ANY spirit:

Lore spirit/Arcane Enlightenment Hex: Shaman can add a number of spells from the sorcerer/wizard spell list = to CHA mod. Must have INT high enough to cast. DCs based on WIS, treated as divine spells.

With your FCB, you're cherry picking the best cleric spells. With the rotating spirit you're super flexible with your situational spell access. With Spirit Talker, you just take Arcane Enlightenment every day (if Lore is not your base spirit) and choose the wizard spells you want.

The Shaman can be the casting-equivalent of a Brawler.

ETA: On top of all the spell access, they also can pick Witch Hexes like Slumber, Misfortune & Fortune.

Shadow Lodge **

I know it's a longshot, but checking to see if anyone has played this.

Looking for feedback from other GMs about whether or they had an Ameiko NPC accompany the PCs into the Well. Did you stat her out? Did have her basically disappear during combat or stay on the board as a juicy target that the PCs had to defend? Or did you just have the PCs act as her proxy in the Well?

Shadow Lodge

Even though I'm still locked into the play test version of the kineticist and some mechanics will change when the class comes out, here are some abbreviated reports from a recent Con I attended:

Tale of the Tape:

L7 Geokineticist
Dex 20 / Con 19
AC 22
HP 80

Fort: +12, Ref: +11, Will: +4 (ouch)

Hit: +14 with Point Blank

Damage: 4d6+11 with Point Blank, can Empower

Game 1:

Beacon Below
6 players, played up, sub-tier 10-11 with 4 person adjustment

I toggled on Reckless Aim for most of the game (+2 to hit, -1 AC, nat 1 results in adjacent creature being hit) as it was a dungeon crawl and I was firing through cover most of the fights. I empowered every shot and only missed a few times. There were a couple of tough fights where I almost used my composite blast, but I was too worried about missing to use it and eat the blow back damage. I just muscled through DR the best I could. Even though I was carrying 3 Burn (4 to start - 1 from boon) from putting on 7 DR, I felt ok as there were enough melee to stand between me and the bad guys.

Game 2:
Silver Mount Collection
4 players, played down, sub-tier 3-4

Because I was playing down, I told the GM and the other experienced player I would be holding back (out of respect for the 2 newish players at the table who last played PFS the year before at the con). I basically slapped on DR 7, drew AOOs and face tanked. With the exception of the hardness 10 (!) robots, I didn't empower and delayed often, letting the newbie L3 fighter and L3 cleric get their licks in before putting the finishing touches on any monster. Had I known I could dial down my blasts, I would have probably dropped it down to 2d6ish so I could participate more often without overwhelming the encounters.

Also, f*** hardness 10 at L3-4

Game 3:
Slave Master'ss Mirror
6 players, sub-tier 6-7

Tasked with infiltrating a slaver's compound as slaves with only one piece of hidden equipment, I was pretty pleased that the only item I genuinely needed was my DEX/CON belt. We only had 2 combats, and the second combat I felt my pathetic will save as the witch misfortuned me. I finally used a composite blast...but I forgot the creature had a mirror images up and wasted it while eating more burn :( I also finally rolled a nat 1 on reckless aim and dropped the summoner's melee eidolon to 1 HP.

For Slave Master's Mirror, the GM and players had some questions about my damage, but when I explained how I targeted regular AC, needed a full round to empower and only got 1 shot a round, they seemed satisfied.

I'm currently L8 and I'm getting close to parking my kineticist until the book comes out and am toying with slipping into a switch hitter build once ride the blast comes online (along with the opening volley feat) because simply playing a turret type character is getting a little boring.

Shadow Lodge

Even though I'm still locked into the play test version of the kineticist and some mechanics will change when the class comes out, here are some abbreviated reports from a recent Con I attended:

Tale of the Tape:

L7 Geokineticist
Dex 20 / Con 19
AC 22
HP 80

Fort: +12, Ref: +11, Will: +4 (ouch)

Hit: +14 with Point Blank

Damage: 4d6+11 with Point Blank, can Empower

Game 1:

Beacon Below
6 players, played up, sub-tier 10-11 with 4 person adjustment

I toggled on Reckless Aim for most of the game (+2 to hit, -1 AC, nat 1 results in adjacent creature being hit) as it was a dungeon crawl and I was firing through cover most of the fights. I empowered every shot and only missed a few times. There were a couple of tough fights where I almost used my composite blast, but I was too worried about missing to use it and eat the blow back damage. I just muscled through DR the best I could. Even though I was carrying 3 Burn (4 to start - 1 from boon) from putting on 7 DR, I felt ok as there were enough melee to stand between me and the bad guys.

Game 2:
Silver Mount Collection
4 players, played down, sub-tier 3-4

Because I was playing down, I told the GM and the other experienced player I would be holding back (out of respect for the 2 newish players at the table who last played PFS the year before at the con). I basically slapped on DR 7, drew AOOs and face tanked. With the exception of the hardness 10 (!) robots, I didn't empower and delayed often, letting the newbie L3 fighter and L3 cleric get their licks in before putting the finishing touches on any monster. Had I known I could dial down my blasts, I would have probably dropped it down to 2d6ish so I could participate more often without overwhelming the encounters.

Also, f*** hardness 10 at L3-4

Game 3:
Slave Masters Mirror
6 players, sub-tier 6-7

Tasked with infiltrating a slaver's compound as slaves with only one piece of hidden equipment, I was pretty pleased that the only item I genuinely needed was my DEX/CON belt. We only had 2 combats, and the second combat I felt my pathetic will save as the witch misfortuned me. I finally used a composite blast...but I forgot the creature had a mirror images up and wasted it while eating more burn :( The GM and players had some questions about my damage, but when I explained how I targeted regular AC, needed a full round to empower and only got 1 shot a round, they seemed satisfied.

I'm getting close to parking my kineticist until the book comes out and am toying with slipping into a switch hitter build once ride the blast comes online (along with the opening volley feat) because simply playing a turret type character is getting a little boring.

Shadow Lodge **

Most popular classes I've seen in play:
Warpriest (Most popular class to come out of the ACG imho)
Brawler
Hunter

Only seen 1 or 2 players:
Arcanist
Investigator
Shaman (High system mastery required to properly utilize)
Swashbuckler
Skald

Not seen at all:
Slayer
Bloodrager (GMs will cry if massive reach 'ragers (abyssal), re-roll ragers (destined) or I-Can-Tank-AND-Spank 'ragers (arcane) become the norm.

Shadow Lodge

Sammy T wrote:
Can you downrank your blast (ie opt to do the damage of a lower level kineticist)?

Until, I hear otherwise, I'm guessing this applies:

"You can cast a spell at a lower caster level than normal, but the caster level you choose must be high enough for you to cast the spell in question, and all level-dependent features must be based on the same caster level."

Shadow Lodge **

I've never laughed so hard at a pack of ghouls dragging my unconscious body away while things go pear shaped in Hall of the Flesh Eaters. Thanks to Dick gilbert, Howard Black, Jeff Chapman, Redward and GM Mike Bohlman for the most hilarious chaotic cluster**** battle ever.

Shadow Lodge

Can you downrank your blast (ie opt to do the damage of a lower level kineticist)?

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Sheets printed.

Dice picked.

Bags packed.

This will be awesome.

Shadow Lodge

Are shield spikes a discrete item you can swap out? Example: If I originally added shield spikes that were of normal material and now want to purchase adamantine shield spikes to replace them, is that allowed?

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Seth Gipson wrote:
So we might join up, but the highest I can bring to the table is a Brawler 6/Living Monolith 3 or a Ninja 4/Paladin 4.

Level faster plz ;)

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Is anyone playing 10-11 Legacy of Stonelords?

I know a friend who will have a Rogue 7/Pathfinder Field Agent 4 or a Fighter 1/Bard 9.

I'll be bringing my L11 who will be playing this as his last hurrah before retiring. He's a Ranger 6/Horizon Walker 3/Fighter 2.

Hoping there'll be at least two other high tier folks.

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Thanks!

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2 people marked this as a favorite.

Hahaha, I just realized I will be turning 42 at Winter War 42.

I'm pretty sure all the GMs will give me TPKs for my birthday.

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I know this is divided into 3 sanctioned parts, each with its own respective chronicle.

Must you play all 3 parts in a row or could you play part 1, then another PFS scenario, then part 2?

I know normally you could not for a module, but with the 3 individual chronicles, I'm thrown off.

Shadow Lodge **

The Shield Master feat, which L6 rangers can get early: "Add your shield’s enhancement bonus to attack and damage rolls made with the shield as if it were a weapon enhancement bonus."

Weapon Bonus / Base Price
+1 / 2,000
+2 / 8,000
+3 / 18,000
+4 / 32,000
+5 / 50,000

Armor / Base Price
+1 1,000
+2 4,000
+3 9,000
+4 16,000
+5 25,000

For 25K, you have a +5 Defensive Item and a +5 Offensive item, which would normally set you back 75K for both. You're double dipping on the much cheaper armor cost.

The GP you save goes into pumping your character in other ways--stat boosters, save boosters, etc.

Shadow Lodge **

Shield Master is obviously intended to work with TWF and to mitigate TWF penalties. It would not negate Power Attack, prone condition, etc. If you want to argue that RAW means it negates ALL penalties, you have a long and lonely road and would need to consult the rules forum or ask for a FAQ.

I have a L11 Dimensional Assault Horizon Walker Shield Basher and I never interpreted Shield Master to exempt me from to hit penalties. As it is, double dipping on the shield enchantments is OP as it is.

Shadow Lodge **

If you use the shield as the only weapon, there is no penalty to hit.

If you use it as part of two-weapon fighting, the standard penalties apply.

Shadow Lodge **

I assume approved pre-gens for Core Campaign gameplay be restricted to CRB pre-gens?

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9 people marked this as a favorite.

It means that Treantmonk's outdated character guides become relevant again.

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1 person marked this as a favorite.

I'm glad it makes folks happy and I hope it works out but it's not for me (as a player). I won't mind GMing Core Campaign as long as the GM credit can be applied to a standard Campaign character. If Core Campaign GM credit must be assigned to a Core Campaign-compliant character, then it really puts a damper on my enthusiasm.

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I usually seen mounted types played by experienced players as they know what they're getting into. I believe almost all of them except for 1 were halflings.

Shadow Lodge

For my MT, I have it pretty much set that my Wizard spells are summons and control type spells and the my Cleric spells are buffs and condition removal.

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At our FLGS, we've made sure to spread the word about owning the source material -- so that has not been a problem for our Hero Lab-using players since we've started making the effort of reminding players they are responsible for owning the books/pdfs.

What I have had issues with are players thinking that making all their purchases on HL means they do not have to fill out or organize their chronicles. (They get one friendly warning, one firm warning and on the third strike they'd have to use a pre-gen...luckily, I've never reached the third strike.)

Otherwise HL is great tool and its up to the organizers, GMs and fellow players to remind HL-using folks (in the nicest and friendliest of ways) that HL does not absolve them of ownership, rules knowledge or organization.

Shadow Lodge

Undone wrote:
Sammy T wrote:

Also, I don't know if you're trying to get a speedy resolution on this issue but FAQing this won't accomplish that.

Your best bet is just to eat the raise dead / restoration (x2) for now.

Given that the bodies are explicitly stated to be used in the ritual to summon him if they TPK they will need resurrection, recovery, restoration x2. Which they are unlikely to have.

Forgot about that. Add 5pp for body recovery but but I don't think anywhere in the main game thread for that scenario anyone said a res was needed, just recovery and raise.

Shadow Lodge

Also, I don't know if you're trying to get a speedy resolution on this issue but FAQing this won't accomplish that.

Your best bet is just to eat the raise dead / restoration (x2) for now.

Shadow Lodge

+1 to Mike Bohlman

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