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Contract Devil

Sebastian Hirsch's page

Goblin Squad Member. RPG Superstar 8 Season Star Voter. Pathfinder Adventure Path, Companion, Maps Subscriber. FullStarFullStarFullStarFullStar Venture-Lieutenant, Germany—Aschaffenburg-Würzburg. 2,736 posts (3,119 including aliases). 2 reviews. No lists. No wishlists. 31 Pathfinder Society characters. 2 aliases.


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Silver Crusade **** Venture-Lieutenant, Germany—Aschaffenburg-Würzburg

I played and ran this recently, if you go into this with a couple of very specialized characters, even if they all heavily focus on diplomacy, the scenario, you can absolutely complete the scenario with two pp.
If you go in with a mixed group of pathfinders (ok the 1 skill point per level character with maxed perception might still have a bad time) chances are very good that most players will be able to contribute something.

The ultimate intrigue rules are pretty good to get the whole group involved, not just give the guy with the social character the spotlight for half an hour.

(That said, a couple of stories I have read so far seem to indicated, that GMs didn't explain it properly/made some mistakes. It can happen, it took me quite a long time to prep.)

Silver Crusade **** Venture-Lieutenant, Germany—Aschaffenburg-Würzburg

Kezzie Redlioness wrote:

I've got a shih-tzu that thinks it's a drider...mainly because it formerly was one!

So, My hedge witch hit a drider with a Baleful Polymorph and it made its Will save. We now have a shih-tzu that has drider hit dice and hit points.

Being the kindly soul that she is, said witch wants to keep the shi-tzu/drider (a.k.a. Drih-tzu) and care for it until the end of its new natural lifespan.

My questions are as follows:

1. Can I just write it down as the standard gp cost for a lap dog?

2. Since it mantains its drider hd and hp, does it count as a "combat pet" as described in the guide to organized play?

(Thus, only allowing either the 'Drih-tzu' or her trusty assistant Riddywhiple to go into scenarios with her).

3. Am I even ALLOWED to keep the poor beastie at all?

3. No.

2. See above irrelevant.

1. Buy a dog, or get it as some kind of follower vanity. Or just buy the lapdopg and explain to the GM that you character thinks that his ordinary lapdog was the drider he polymorphed at some point.

Silver Crusade **** Venture-Lieutenant, Germany—Aschaffenburg-Würzburg

@Aaron: I hope you can give PFS a chance again at some point, and like in another location. It is very likely that talking to the people involved will have some effect.

If the game was not fun based on the player's actions, usually the best way is to give feedback to the GM (frankly, someone should talk to him, a least the backpack thing sounds quite illegal).
It might also be a good opportunity to get your local venture officers involved, from your side of the story, it sounds like a couple of people in that location could benefit from a bit of constructive criticism, and having the Guide to Organized play shown to them.

This was really not a common occurrence, and I assure you, that most PFS GMs are very motivated individuals. Of course, everybody has to start somewhere, and with the wrong kind of motivation/lack of guidance, it is easy to pick up some really nasty habits.

It is very likely that there will be another PFS location in your area, or maybe online play might be an option to give PFS a fair go.

Silver Crusade **** Venture-Lieutenant, Germany—Aschaffenburg-Würzburg

Seems entirely reasonable to let the GM spend PP once per chronicle, not sure exactly how the guide currently supports this interpretation, but I currently see not downside to this.

Silver Crusade **** Venture-Lieutenant, Germany—Aschaffenburg-Würzburg

Best solution would be another GM to run two tables, but to be honest replay with a 7 person table is hardly ideal. Fortunately the player saw reason ^^

Regarding replay, I have seen a couple of players make very questionable choices when it comes to replaying a scenario... to be honest, not a great feeling for the GM.

Silver Crusade **** Venture-Lieutenant, Germany—Aschaffenburg-Würzburg

3 people marked this as a favorite.
Wolf Alexander Vituschek wrote:
Quote:

There is quite some surprise in this blog. Not sure what to think about it yet.

Also, calling Germany, Austria and Switzerland only Central Europe is kinda ... daring :D

I'd just call them Germany ;)

Let's not.

Silver Crusade **** Venture-Lieutenant, Germany—Aschaffenburg-Würzburg

Tineke Bolleman wrote:
Jim Torbet wrote:

Tonya, I'm not sure if you typically carry stock when you visits conventions, but either way are you likely to be bringing pins to PaizoCon UK?

Cheers,

Jim

Oh yes please. The import costs really prohibit ordering these from Europe. If we get a bunch of them at PaizoCon UK, we can send people over with shopping lists ;)

Actually, it's not that bad, I added a couple sets to my current order and out of curiosity checked what it would cost to send them excluding my subscription.. under 10 $ IIRC.

Of course, I fully expect to be ordering dozens of them and giving them to local players at cost (credit cards are still quite rare here, and if you want store credit you can usually find one who gets it for you).

Silver Crusade **** Venture-Lieutenant, Germany—Aschaffenburg-Würzburg

Thank you former RVCs for all the hard work and welcome new RVCs for even harder work ^^

Silver Crusade

Pathfinder Adventure Path, Companion, Maps Subscriber

Hi, my current order was delayed due to an issue with my card. I have just bought and added a gift card that should be sufficient to cover this order and everything in my sidecart.
Could you please try to reprocess this order (using my credit) and add the sidecart items?

Silver Crusade **** Venture-Lieutenant, Germany—Aschaffenburg-Würzburg

Sin of Asmodeus wrote:

Gents,

Stop the attacks, and focus on what the question pointedly was.
The topic at hand is simply, how long will worship of evil God's continue in this campaign, if the intent is to become more good or more pc / pg.

Some of the unique fun of the campaign has begun to be banned, for reasons. I don't proclaim to personally understand them, but they aren't my call.

I just don't want to wake up and find out that Asmodeous, or other gods like Urgatha have been banned from worship. To me, that has been an amazing draw that set Society up as a more mature more gritty campaign.

Thoughts?

I suspect that this depends very much on the question of playing a worshipper of that deity that isn't connected to slave trade, torture, canibalism, plundering graveyards and a couple of other issues.

As it is any character who chooses to worship those gods will be at the fringe of that gods portfolio since being evil is not an option in PFS.
To put this in another way, Iomedae might appreciate her lawful non-good followers, but they are usually not striving to follow her ideal in every way.

Playing nice with each other and not using personal backstories to justify "being a jerk" seems to be the right way to go, always consider what effects individual actions could have on you (or rather the people willing to play with you / GM for you) and the campaign as a whole.

Silver Crusade **** Venture-Lieutenant, Germany—Aschaffenburg-Würzburg

Public representation of PFS is a big issue and we should all consider how bad this perception can be... the very last thing we need is people assuming that PFS is a game about torture, slavers and worse things.

Some options are just not suitable to a public global campaign, and as others have mentioned, there are other privat options to explore things like this.

---

Regarding the issue of playing with players with whose characters do pretty reprehensible acts, just try to talk to the player, that you don't enjoy that kind of game. Either it works or it won't, but your personal gaming experience is not likely to become better if people don't communicate.

Silver Crusade **** Venture-Lieutenant, Germany—Aschaffenburg-Würzburg

I understand the desire to play quests with real characters, and I already had to disappoint players that this was not an option. Like John I already have a couple of reservations:

- Player characters, even those with 0 XP can be significantly more powerful than the pregens, a many of the ACG pregens are good (but of course quite a number of them don't represent legal characters, their armor has been made to expensive just to mention one thing). I have seen player characters with CL 4 burning hands at level 1 and quests are not build to survive that.

- Ideally every player should feel that they are contributing, but with real characters on the table, there is a real chance that experienced players can steal the spotlight.

- The modular nature of quests makes them a bit troublesome for PCs whith limited resources, thus and for a couple of other reasons I would suggest the following solution if there is any real desire to make this possible:

"Groups can play the entire 6 part series of quests as their first chronicle on a new character, their supplies and the supplies of any pregen involved will not be replenished and the GM has final say, how many quests happen in a single ingame day. "

But really once you are at that point, you might as well ask nicely to convince the PFS team to redevelop Phantom Phenomena as a scenario.

Silver Crusade **** Venture-Lieutenant, Germany—Aschaffenburg-Würzburg

You kinda have to mention his name 3 times... or rather all 3 ^^

Silver Crusade **** Venture-Lieutenant, Germany—Aschaffenburg-Würzburg

Several options could work, in this case I would suggest applying the chronicle to the character, since it is a replayable, chances are he will lose a bit of gold in exchange for a boon. Of course now he has used his level 2 replay of that evergreen)

Honest mistake, these things happen the other solutions should be fine too.

Silver Crusade **** Venture-Lieutenant, Germany—Aschaffenburg-Würzburg

Congrats to everybody, well deserved.

Silver Crusade **** Venture-Lieutenant, Germany—Aschaffenburg-Würzburg

1 person marked this as a favorite.

I advise against doing so since a lot of people might not appreciate it. It may just be the wrong kind of introduction to the table, and since those players are the ones you will have to rely on to survive (or hope for their generosity when you die without the cash the get raised).

Maybe day job (talent hunter) could fit your concept better, in any case try not to take the feedback and the discussion to personal,these things tend to explode before the OP can clarify the situation.

EDIT: Try to avoid antagonizing the other players, rather than argue with an in-game argument about slavery in Golarion.

Silver Crusade

Pathfinder Adventure Path, Companion, Maps Subscriber

Option 1.

Silver Crusade **** Venture-Lieutenant, Germany—Aschaffenburg-Würzburg

Seems odd, I can't recall this ever happening, but I don't follow every post all the time.

Silver Crusade **** Venture-Lieutenant, Germany—Aschaffenburg-Würzburg

2 people marked this as a favorite.
Drogon wrote:

I have:

1 x half-orc
1 x halfling
1 x half-elf
1 x dwarf
1 x ifrit
8 x humans

Human: the only truly broken race. (-;

You would not believe how often I sit down at a table and everyone I see is a human..

Silver Crusade **** Venture-Lieutenant, Germany—Aschaffenburg-Würzburg

Hmm wrote:

I don't mind GMing for no credit on replays, though I'd love to be able to apply an evergreen at second level more than once to different characters as a GM. I don't think that would be too game-breaking!

I've recently been GMing more than I'm playing, and have been slow-tracking my GM credits so that my characters don't advance too much.

Question to all of you: If I choose not to apply a chronicle to a character when I first GM it, do I lose the right to apply it to a later character when I GM the scenario a second time? Someone told me that they thought it might be the case, but I cannot imagine that PFS would be that punitive to their GMs.

Hmm

Regarding your question, you are correct if a GM chooses not to take GM credit the first time, he can take it after he has run it the second time.

---

Regarding the issue at hand, I worry quite a bit that this would lead to conflicts between GMs who gets to run a certain scenario.

I have come to the personal conclusion that running a scenario can be a very pleasurable experience, and this could prevent GMs from running scenarios, if other GMs farm them for benefits.

Silver Crusade

Pathfinder Adventure Path, Companion, Maps Subscriber

This question seems better suited to the rules question forum, flagged for movement.

For my 2 cents, it seems that the wielder can use the grit point from the weapon for other deeds, but can only reroll a misfire once.

Silver Crusade **** Venture-Lieutenant, Germany—Aschaffenburg-Würzburg

1 person marked this as a favorite.

Congratulation Jesse

Silver Crusade

Pathfinder Adventure Path, Companion, Maps Subscriber

There seems to be some kind of issue with my card, it's difficult to trace. Could you please add all the items in this order to next months subscription please ?

Silver Crusade **** Venture-Lieutenant, Germany—Aschaffenburg-Würzburg

1 person marked this as a favorite.

Oh and I am also quite happy with the lack of retirement.

Silver Crusade **** Venture-Lieutenant, Germany—Aschaffenburg-Würzburg

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Hmm wrote:

Woo hoo!!! At the rate I get paid to post on these boards, I can...

Hmm looks at the pile of coppers the VC tossed her way

...buy a better quality set of rags for pan-handling!

Outrageous, with that kind of money they will become brash and demanding in no time... soon they will ask warm food and shelter.. and not to long after that "fair" treatment.

No, I think the regional "slightly reduced beating" is the true way to go:

Missbehave, you get a beating.

Don't get caught misbehaving, slightly more gentle beating.

Rat out someone else who misbehaved, only a slight pounding with fresh apples.

Rat out someone else and somehow mention your VOs devilish looks, only a slight pounding with rotten apples, they are so soft, it almost feels like a massage.
--

Fair an balanced, and if anyone ask where I got the idea... blame Flutter^^

Silver Crusade

Pathfinder Adventure Path, Companion, Maps Subscriber

Tiny typo in the description, it should read Ollysta Zadrian

Silver Crusade **** Venture-Lieutenant, Germany—Aschaffenburg-Würzburg

I find the suggested, that people who invest in a volume of an AP (which I personally own since it came out) could get access to a superior version of an item from a relatively common source (Ultimate Equipment), to be deeply disturbing.

That's pretty close to the definition of "pay to win" or "buying power".

It may be a loophole, but considering previous events when it came to loopholes and grandfathering, I would suggest avoiding using this one, unless you want to add it to the list, why we can't have nice things.

Silver Crusade **** Venture-Lieutenant, Germany—Aschaffenburg-Würzburg

James Anderson wrote:
Hmm, regarding feather step slippers. If a bard was relying on them for difficult terrain, may they rebuild a first level spells to pick up feather step?

May I suggest reselling the slippers and buying a page of spell knowledge ?

Silver Crusade **** Venture-Lieutenant, Germany—Aschaffenburg-Würzburg

Swiftbrook wrote:
Interesting. Through all the talk about the Amulet of Mighty Fists, I just noted that they decreased it's cost. So, some of my PCs have a refund coming. :-)

Yeah you are entirely correct, they decreased the cost... not the price. The price has been reduced for several months, from the original price to 4000 for the +1 equivalent amulet.

Silver Crusade **** Venture-Lieutenant, Germany—Aschaffenburg-Würzburg

1 person marked this as a favorite.

Checking a box is more kid friendly than asking them to do math.... I wish I was just thinking about kids ^^

Silver Crusade **** Venture-Lieutenant, Germany—Aschaffenburg-Würzburg

Rushley son of Halum wrote:

Selling back my current amulet of natural armor for half price seems frankly pointlessly punitive.

I can't sell back enough to get the brawling enchantment without making the character even less effective.

Already have weapon focus unarmed strike but theres not much point to having it now so I'll probably need to retrain that as well.

Fixing the character is going to take significantly more trouble than its worth.

I'm just pissed, the change makes no sense. I've asked so many times about the justification for it and no one seems able to offer one.

That is because John and other parts of the PFS team did not make that decision, maybe ask in the product thread or in the other thread in the general forum, why the design team made that decision ?

Silver Crusade **** Venture-Lieutenant, Germany—Aschaffenburg-Würzburg

Rushley son of Halum wrote:
KingOfAnything wrote:
Rushley son of Halum wrote:
Hmm wrote:
Andrew Christian wrote:
Am I missing something? I did not think a full rebuild was an option?

Full rebuild may not be. But having a chance to look over his equipment may be. There may be other options that might work for him.

Again you're making the key mistake of assuming I care about the PFS design team tells me to do. I don't. Not at all anymore.
Maybe take a day to realize this is all just a game we play together...
Exactly. It's just a game. The guide says that I can rebuild after dramatic changes. Following the rules given by the dev team on what I can do with this armor I'm not actually able to use an amulet of mighty fists or replace the cost of the armor. So i'm taking the "dramatic changes to a character" rebuild option.

Unless the PFS team clearly gives that rebuild option, a rebuild is unfortunately not an option. AT least not yet, why don'T you post your character build and itemization choices and make a good faith argument, why this warrants a rebuild?

I have a character in a similar situation, but fortunately I have to money to rebuy it as a +4 armor (still more cost effective than the alternative).

Carry:
Carry
Female human alchemist (grenadier) 2/brawler 8 (Pathfinder RPG Advanced Class Guide 23, Pathfinder RPG Advanced Player's Guide 26, Pathfinder RPG Monster Codex)
LN Medium humanoid (human)
Init +3; Senses Perception +8
--------------------
Defense
--------------------
AC 27, touch 16, flat-footed 23 (+8 armor, +1 deflection, +3 Dex, +1 dodge, +1 insight, +3 shield)
hp 100 (10 HD; 2d8+8d10+38)
Fort +17, Ref +17, Will +10
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee cold iron fighting fan +12/+7 (1d8+4/×3) or
. . cold iron fighting fan flurry of blows +10/+10/+5/+5 (1d8+4/×3) or
. . dagger +12/+7 (1d4+4/19-20) or
. . longspear +12/+7 (1d8+6/×3) or
. . unarmed strike +13/+8 (1d10+7/19-20) or
. . unarmed strike flurry of blows +11/+11/+6/+6 (1d10+7/19-20)
Ranged +1 darkwood composite longbow +12/+7 (1d8+5/×3) or
. . bomb +12 (1d6+3 Fire) or
. . shuriken flurry of blows +5/+5/+0/+0 (1d2+4) or
. . shuriken +7/+2 (1d2+4)
Special Attacks bomb 5/day (1d6+3 fire, DC 14), brawler's flurry, brawler's strike (magic), close weapon mastery, knockout 1/day (DC 18), maneuver training (grapple +2, sunder +1), martial flexibility 7/day
Alchemist (Grenadier) Extracts Prepared (CL 2nd; concentration +5)
. . 1st—enlarge person (DC 14), heightened awareness[ACG], shield
--------------------
Statistics
--------------------
Str 18, Dex 16, Con 16, Int 16, Wis 12, Cha 8
Base Atk +9; CMB +15 (+17 grapple, +16 sunder); CMD 29 (31 vs. grapple, 30 vs. sunder)
Feats Additional Traits, Dodge, Improved Critical (unarmed strike), Improved Unarmed Strike, Iron Will, Martial Weapon Proficiency (longbow), Power Attack, Pummeling Style[ACG], Throw Anything, Weapon Focus (unarmed strike), Weapon Specialization (unarmed strike)
Traits clever wordplay, fate's favored, pragmatic activator, quain martial artist
Skills Acrobatics +11 (+7 to jump), Appraise +7, Climb +5, Craft (alchemy) +15 (+17 to create alchemical items), Diplomacy +11, Disable Device +4, Escape Artist +6, Heal +5, Intimidate +3, Knowledge (arcana) +8, Knowledge (dungeoneering) +7, Knowledge (engineering) +4, Knowledge (geography) +4, Knowledge (history) +4, Knowledge (local) +7, Knowledge (nature) +7, Knowledge (nobility) +4, Knowledge (planes) +4, Knowledge (religion) +4, Linguistics +4, Perception +8, Ride +4, Sense Motive +8, Sleight of Hand +4, Spellcraft +8, Stealth +1, Survival +5 (+7 to avoid becoming lost), Swim +5, Use Magic Device +18
Languages Celestial, Common, Polyglot, Thassilonian, Undercommon
SQ alchemical weapon, alchemy (alchemy crafting +2), brawler's cunning, discovery (feral mutagen), martial training, mutagen (+4/-2, +2 natural armor, 20 minutes), precise bombs
Combat Gear jingasa of the fortunate soldier[UE], mutagen (feral)[APG]; Other Gear +1 brawling mithral chain shirt, +2 mithral breastplate, +2 mithral light steel quickdraw shield[APG], +1 darkwood composite longbow (+4 Str), cold iron fighting fan[UC], dagger, longspear, shuriken (20), dusty rose prism ioun stone, belt of mighty constitution +2, cloak of resistance +3, cracked magenta prism ioun stone, cracked vibrant purple prism ioun stone, handy haversack, headband of vast intelligence +2, lucky horseshoe[OA], ring of protection +1, wayfinder[ISWG], alchemist's lab, backpack, bandolier[UE], bandolier[UE], bedroll, belt pouch, belt pouch, fishhook, flint and steel, folding shovel[UE], formula book[UE], hemp rope (50 ft.), masterwork backpack[APG], mug/tankard, powder[APG] (5), scroll case, scroll case, sewing needle, signal whistle, smoked goggles[APG], spell component pouch, string or twine[APG], thread (50 ft.), torch (10), trail rations (5), trail rations (7), waterskin, waterskin, whetstone, 27 gp
--------------------
Tracked Resources
--------------------
Bomb 1d6+3 (5/day, DC 14) (Su) - 0/5
Dagger - 0/1
Feral Mutagen: +4 STR, -2 INT, +2 Nat AC - 0/1
Jingasa of the fortunate soldier (1/day) - 0/1
Knockout (1/day, DC 18) (Ex) - 0/1
Lucky horseshoe (1/day) - 0/1
Martial Flexibility (swift action, 7/day) (Ex) - 0/7
Shuriken - 0/20
Torch - 0/10
Trail rations - 0/5
Trail rations - 0/7
--------------------
Special Abilities
--------------------
Alchemical Weapon (Move Action) (Su) Add the effects of an alchemical liquid or powder to weapon.
Alchemy +2 (Su) +2 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 1d6+3 (5/day, DC 14) (Su) Thrown Splash Weapon deals 1d6+3 fire damage.
Brawler's Cunning (Ex) Count as Int 13 for the purpose of combat feat pre-requisites.
Brawler's Flurry +7/+7/+2/+2 (Ex) Can make full attack & gain two-wep fighting, but only with unarmed strike, close, or monk wep.
Brawler's Strike (Ex) Unarmed strikes overcome DR as various things.
Close Weapon Mastery (Ex) Weapons of the close group deal dam as unarmed strike at -4 levels.
Feral Mutagen (Su) Mutagens grant claw and bite attacks, and a bonus to intimidate.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Knockout (1/day, DC 18) (Ex) Declare before attack, if hit then foe is unconscious 1d6 rds (Fort neg), resave each rd.
Maneuver Training
Martial Flexibility (swift action, 7/day) (Ex) As a Swift action, gain a combat feat for 1 min. More gained for greater actions.
Martial Training (Ex) Brawler levels count as fighter/monk levels for feat/item pre-reqs and effects.
Mutagen (DC 14) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 20 minutes.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Precise Bombs (Ex) Select Int mod squares to not be affected by splash effects.
Pummeling Style Total damage from all unarmed attacks before appplying DR.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Silver Crusade **** Venture-Lieutenant, Germany—Aschaffenburg-Würzburg

Asking to widen the resell options when it comes to brawling armor to include neck slot items seems reasonable.

Silver Crusade **** Venture-Lieutenant, Germany—Aschaffenburg-Würzburg

1 person marked this as a favorite.
Paul Jackson wrote:
Wei Ji the Learner wrote:


I think I'll be investing in Hats of Disguise because they are awesome.

Watches around warily for a nerfbat

The Greater Hat Of Disguise is even more awesone. And from a sufficiently obscure source that it will never get errata'd

I really find the mindset of "it's from an obscure source so I am errata immune" troublesome, and we learned from Ultimate Intrigue, that Paizo is willing to reprint.

Not that the hat seems be a problem...

Silver Crusade **** Venture-Lieutenant, Germany—Aschaffenburg-Würzburg

Durable arrows can help ^^

Silver Crusade **** Venture-Lieutenant, Germany—Aschaffenburg-Würzburg

Neat^^

Silver Crusade **** Venture-Lieutenant, Germany—Aschaffenburg-Würzburg

Auke Teeninga wrote:
Sebastian Hirsch wrote:
Auke Teeninga wrote:

I think it's safe to define wearing as:

1. Only using the associated magic item slot for that item.
2. Not having anyone else wear the item in between.

That definition would still allow a character to wear several versions of the same item in a given 24 hour period... so maybe add that the character can't use another magic item in that slot in the required timeframe.
My definition of "that item" is singular, but indeed you could read that wrong.

Somehow people tend to read things in the most favorable way ^^

Silver Crusade **** Venture-Lieutenant, Germany—Aschaffenburg-Würzburg

Auke Teeninga wrote:

I think it's safe to define wearing as:

1. Only using the associated magic item slot for that item.
2. Not having anyone else wear the item in between.

That definition would still allow a character to wear several versions of the same item in a given 24 hour period... so maybe add that the character can't use another magic item in that slot in the required timeframe.

Silver Crusade **** Venture-Lieutenant, Germany—Aschaffenburg-Würzburg

Very nice ^^ I really appreciate the chance to track most of not all of my wands and arrows on one page. I will share this with my players, thank you very much.

Silver Crusade

+2 seems like a fair suggestion for a strength based brawler...I had the chance to invest a lot of time in my calculations since I play something like this in PFS... here is the current unfixed version (also includes Jingasa)

Carry:

Carry
Female human alchemist (grenadier) 2/brawler 8 (Pathfinder RPG Advanced Class Guide 23, Pathfinder RPG Advanced Player's Guide 26, Pathfinder RPG Monster Codex)
LN Medium humanoid (human)
Init +3; Senses Perception +8
--------------------
Defense
--------------------
AC 27, touch 16, flat-footed 23 (+8 armor, +1 deflection, +3 Dex, +1 dodge, +1 insight, +3 shield)
hp 100 (10 HD; 2d8+8d10+38)
Fort +17, Ref +17, Will +10
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee cold iron fighting fan +12/+7 (1d8+4/×3) or
. . cold iron fighting fan flurry of blows +10/+10/+5/+5 (1d8+4/×3) or
. . dagger +12/+7 (1d4+4/19-20) or
. . longspear +12/+7 (1d8+6/×3) or
. . unarmed strike +13/+8 (1d10+7/19-20) or
. . unarmed strike flurry of blows +11/+11/+6/+6 (1d10+7/19-20)
Ranged +1 darkwood composite longbow +12/+7 (1d8+5/×3) or
. . bomb +12 (1d6+3 Fire) or
. . shuriken flurry of blows +5/+5/+0/+0 (1d2+4) or
. . shuriken +7/+2 (1d2+4)
Special Attacks bomb 5/day (1d6+3 fire, DC 14), brawler's flurry, brawler's strike (magic), close weapon mastery, knockout 1/day (DC 18), maneuver training (grapple +2, sunder +1), martial flexibility 7/day
Alchemist (Grenadier) Extracts Prepared (CL 2nd; concentration +5)
. . 1st—enlarge person (DC 14), heightened awareness[ACG], shield
--------------------
Statistics
--------------------
Str 18, Dex 16, Con 16, Int 16, Wis 12, Cha 8
Base Atk +9; CMB +15 (+17 grapple, +16 sunder); CMD 29 (31 vs. grapple, 30 vs. sunder)
Feats Additional Traits, Dodge, Improved Critical (unarmed strike), Improved Unarmed Strike, Iron Will, Martial Weapon Proficiency (longbow), Power Attack, Pummeling Style[ACG], Throw Anything, Weapon Focus (unarmed strike), Weapon Specialization (unarmed strike)
Traits clever wordplay, fate's favored, pragmatic activator, quain martial artist
Skills Acrobatics +11 (+7 to jump), Appraise +7, Climb +5, Craft (alchemy) +15 (+17 to create alchemical items), Diplomacy +11, Disable Device +4, Escape Artist +6, Heal +5, Intimidate +3, Knowledge (arcana) +8, Knowledge (dungeoneering) +7, Knowledge (engineering) +4, Knowledge (geography) +4, Knowledge (history) +4, Knowledge (local) +7, Knowledge (nature) +7, Knowledge (nobility) +4, Knowledge (planes) +4, Knowledge (religion) +4, Linguistics +4, Perception +8, Ride +4, Sense Motive +8, Sleight of Hand +4, Spellcraft +8, Stealth +1, Survival +5 (+7 to avoid becoming lost), Swim +5, Use Magic Device +18
Languages Celestial, Common, Polyglot, Thassilonian, Undercommon
SQ alchemical weapon, alchemy (alchemy crafting +2), brawler's cunning, discovery (feral mutagen), martial training, mutagen (+4/-2, +2 natural armor, 20 minutes), precise bombs
Combat Gear jingasa of the fortunate soldier[UE], mutagen (feral)[APG]; Other Gear +1 brawling mithral chain shirt, +2 mithral breastplate, +2 mithral light steel quickdraw shield[APG], +1 darkwood composite longbow (+4 Str), cold iron fighting fan[UC], dagger, longspear, shuriken (20), dusty rose prism ioun stone, belt of mighty constitution +2, cloak of resistance +3, cracked magenta prism ioun stone, cracked vibrant purple prism ioun stone, handy haversack, headband of vast intelligence +2, lucky horseshoe[OA], ring of protection +1, wayfinder[ISWG], alchemist's lab, backpack, bandolier[UE], bandolier[UE], bedroll, belt pouch, belt pouch, fishhook, flint and steel, folding shovel[UE], formula book[UE], hemp rope (50 ft.), masterwork backpack[APG], mug/tankard, powder[APG] (5), scroll case, scroll case, sewing needle, signal whistle, smoked goggles[APG], spell component pouch, string or twine[APG], thread (50 ft.), torch (10), trail rations (5), trail rations (7), waterskin, waterskin, whetstone, 27 gp
--------------------
Tracked Resources
--------------------
Bomb 1d6+3 (5/day, DC 14) (Su) - 0/5
Dagger - 0/1
Feral Mutagen: +4 STR, -2 INT, +2 Nat AC - 0/1
Jingasa of the fortunate soldier (1/day) - 0/1
Knockout (1/day, DC 18) (Ex) - 0/1
Lucky horseshoe (1/day) - 0/1
Martial Flexibility (swift action, 7/day) (Ex) - 0/7
Shuriken - 0/20
Torch - 0/10
Trail rations - 0/5
Trail rations - 0/7
--------------------
Special Abilities
--------------------
Alchemical Weapon (Move Action) (Su) Add the effects of an alchemical liquid or powder to weapon.
Alchemy +2 (Su) +2 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 1d6+3 (5/day, DC 14) (Su) Thrown Splash Weapon deals 1d6+3 fire damage.
Brawler's Cunning (Ex) Count as Int 13 for the purpose of combat feat pre-requisites.
Brawler's Flurry +7/+7/+2/+2 (Ex) Can make full attack & gain two-wep fighting, but only with unarmed strike, close, or monk wep.
Brawler's Strike (Ex) Unarmed strikes overcome DR as various things.
Close Weapon Mastery (Ex) Weapons of the close group deal dam as unarmed strike at -4 levels.
Feral Mutagen (Su) Mutagens grant claw and bite attacks, and a bonus to intimidate.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Knockout (1/day, DC 18) (Ex) Declare before attack, if hit then foe is unconscious 1d6 rds (Fort neg), resave each rd.
Maneuver Training
Martial Flexibility (swift action, 7/day) (Ex) As a Swift action, gain a combat feat for 1 min. More gained for greater actions.
Martial Training (Ex) Brawler levels count as fighter/monk levels for feat/item pre-reqs and effects.
Mutagen (DC 14) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 20 minutes.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Precise Bombs (Ex) Select Int mod squares to not be affected by splash effects.
Pummeling Style Total damage from all unarmed attacks before appplying DR.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.

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Silver Crusade **** Venture-Lieutenant, Germany—Aschaffenburg-Würzburg

wakedown wrote:

I've leveled up over 200 levels of PCs and have avoided the temptation of a jingasa, so will also agree it wasn't mandatory (some of this being Core, so clearly not mandatory).

The change to the jingasa does have me wondering what change may be in store for Fate's Favored when the eventual Ultimate Campaign 2nd printing comes around (which I'd guess is soon-ish?).

I would not be so sure about that one, it is a very GM centric book and the PDF was included in the recent humble bundle (honest increasing the luck bonus to attack and damage rolls would likely be fine).

Silver Crusade **** Venture-Lieutenant, Germany—Aschaffenburg-Würzburg

3 people marked this as a favorite.
Kurald Galain wrote:

The designers should realize that often the best way to fix an item is to change the price.

Do you feel the Jingasa is overpowered or overused? Fine, change its price to 8000 gp or 12000 gp. Don't change an item that protects you from crits into an item that doesn't protect you from crits.

I think I have to sell the Jingasa on 5-6 characters now, and bluntly while I am not thrilled and would have preferred a different solution, at least that gives me the option to try a couple of other head slot items (the Jingasa really was such a survivability staple that it seemed mandatory, I have a character who owns two of them...).

I can safely say that even at 12000 every character above level 7 would have rebought the item.

If you want to defend yourself against critical hits there are some options :

BUFFERING CAP wrote:

BUFFERING CAP

Price2,000 gp; Aura faint conjuration; CL 1st; Weight 1 lb.
This cloth hat is floppy and shapeless. It offers its wearer an unusual amount of protection against particularly devastating blows. Once per day when struck by a critical hit, the wearer can spend an immediate action to convert the bonus damage of the critical hit into nonlethal damage. The cap has no effect if the wearer is immune to nonlethal damage.
CONSTRUCTION REQUIREMENTS
Cost 1,000 gp
Craft Wondrous Item, shield
Fortification: wrote:

Fortification: This suit of armor or shield produces a magical force that protects vital areas of the wearer more effectively. When a critical hit or sneak attack is scored on the wearer, there is a chance that the critical hit or sneak attack is negated and damage is instead rolled normally.

Fortification Type Chance for Normal Damage Base Price Modifier
Light 25% +1 bonus
Moderate 50% +3 bonus
Heavy 75% +5 bonus
Strong abjuration; CL 13th; Craft Magic Arms and Armor, limited wish or miracle; Price varies (see above).

Someone said wrote:

Shield Specialization (Combat)

You have mastered the use of one type of shield.

Prerequisites: Proficiency with selected shield, Shield Focus, fighter level 4th.
Benefit: Choose one type of shield (buckler, light, heavy, or tower shield). With the selected shield, you gain a +2 bonus to your Armor Class against critical hit confirmation rolls. In addition, you may add your base shield bonus (including the bonus from Shield Focus but not including enhancement bonuses) to your CMD.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of shield.

Silver Crusade

Moving into position and attacking blue.

Bow: 1d20 + 6 ⇒ (11) + 6 = 171d8 + 3 ⇒ (6) + 3 = 9

slightly optimistic

Silver Crusade **** Venture-Lieutenant, Germany—Aschaffenburg-Würzburg

I favor removal.

Silver Crusade **** Venture-Lieutenant, Germany—Aschaffenburg-Würzburg

I have a couple of issues/knee jerk reactions:

:
When is this even an option?
There is a pretty large gray area, when it comes to certain buffs, and how they can benefit other characters as well prayer. In this case it would be unclear, how much if anything could be reimbursed by the party. This is something the GM would have to deal with... not a fan on that front. If we do this, we need relatively firm rules when this can apply and when it can't. Situations like me using my scroll of restoration on the party bard to remove 4 negative levels, that's a pretty clear-cut example (and just happened to me). Other cases are a bit more complicated, I guess single target effects could be one way to limit it.

Does this need to have a threshold?
Should we only bother with spells/items that cost 300 GP or more, or do we really want to deal with the scroll of remove fear?

Will this affect preparation?
I am not certain, that with this rule players will have more consumables with them. Sometimes having only one scroll of restoration in the party (since the other players can just reimburse should they need it) can be really dangerous and lead to a TPK.

Will this create more resentment and expectations?
No idea really, in theory, this can already happen, when you play with a new group and you are expected to chip in for when players die (for added salt, die because of stupidity), in some cases this is a lose-lose situation, either you chip in and resent them or you don't and suddenly you are that guy.
It hasn't happened to me yet, I have played with characters that "didn't pull their weight" but it usually works out fine. Of course in some situations, first aid gloves are an option (and I personally really like using them, my -1 already had to buy her second set)^^

Silver Crusade **** Venture-Lieutenant, Germany—Aschaffenburg-Würzburg

Bob Jonquet wrote:

Typically for GameDays we organize, we have [nearly]all the pregens printed and laminated. It can be problematic for a few in the Occult series because they take three pages, so we tend to ignore those. The player uses a wet erase pen on the laminate and then returns the copy when the session is over. Sure this is a bit expensive initially, but pays for itself in the long run assuming you organize regular games.

for conventions, we bring a printer for HQ, use the laminated ones like a "menu" and print the selected pregen on demand. That way we don't need to guess which one/s the player wants and don't run out of something. Certainly saves on ink/toner.

Yeah wet erase pens work amazingly on laminated tables, it somehow really helps new player to scribble on them.

Since my fellow VL Benjamin Falk suggested an affordable laminating device, I ended up printing several sets of double sided pregens for my region. Totally worth it in the long run, since you usually never have to replace them (and it is easier to remove the typical gamer food stains).

EDIT: There is really no shame in holding back various pregens, if you as the GM don't have a firm grip of the rules involved since they don't come up regularly in your region (firearms, various psychic classes) or hold them back when you know, that that pregen is going to have a really bad time in the scenario (fire kineticist where everything is resistant or immune etc.).

Silver Crusade **** Venture-Lieutenant, Germany—Aschaffenburg-Würzburg

Volunteering to run cold, while not ideal, deserves a congratulation in any case ^^ Well done.

Silver Crusade

These are way to many moving, shifting, disgusting enemies and they attack my current and future customer base. Extermination seems is the logical answer.

"Careful dwarf, I am shooting over your shoulder... don't worry I haven't hit anyone with this trick for more than 107 days. Statistically, you are perfectly save."

Using her trusty bow and the training she has received from the church or Erastil (deadeye bowman allows her to ignore the cover granted by a single ally) she attacks goblin (yellow), if Oskar has already taken down that goblin, she will attack goblin (blue) instead.

Bow attack: 1d20 + 6 ⇒ (8) + 6 = 141d8 + 3 ⇒ (1) + 3 = 4

Silver Crusade **** Venture-Lieutenant, Germany—Aschaffenburg-Würzburg

1 person marked this as a favorite.

A separate thread cover this issue would have been an alternative that would not force people to read two pages of mostly unrelated posts.

Silver Crusade **** Venture-Lieutenant, Germany—Aschaffenburg-Würzburg

James Risner wrote:
So it seems this is a non-issue for the majority of us?

Well, worst case scenario, your monk/druid either needs to roll relatively well on Use magic device (or have someone else do it) or buy a couple of potions, just in case. Even the iconic hunter uses potions of mage armor.

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