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Contract Devil

Sebastian Hirsch's page

Goblin Squad Member. Pathfinder Adventure Path, Companion Subscriber. Pathfinder Society Member. 1,224 posts (1,574 including aliases). 2 reviews. No lists. No wishlists. 2 Pathfinder Society characters. 1 alias.


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Silver Crusade

Pathfinder Adventure Path, Companion Subscriber

Yeah but even with another point of strength, the character would suffer little to no discomfort.

Silver Crusade

Pathfinder Adventure Path, Companion Subscriber

Yes, a wand of Blood Money and a quickened spell should work together, but remember that some expensive spells like restoration and raise dead can't be quickened.

Silver Crusade

Pathfinder Adventure Path, Companion Subscriber
Mark Seifter wrote:

Guys, loving the new wild talent ideas. Excellent.

Also, @Deflect Arrows: "Unusually massive ranged weapons (such as boulders or ballista bolts) and ranged attacks generated by natural attacks or spell effects can't be deflected."

These are generated by spell effects, so they can't be deflected (ranged touch attacks can be deflected with Ray Shield by an 11th-level fighter with a shield who can take that feat, but the ones that hit against normal AC just can't be deflected period).

The mythic monster ability Block Attacks could still neuter a character with only one attack, and of course mirror image would be very efficient.

Have you considered a power (perhaps in aether) that allows a character to split their blast damage among several attacks? Spells like Fiery Shurikencould be be something of a template. After all once your can deal several d6 of damage, splitting them between a number of attacks can be more effective (lower chance of no hits, but DR and Resistances are a factor).

Silver Crusade

1 person marked this as a favorite.
Pathfinder Adventure Path, Companion Subscriber

This character seems to be a striker, pretty high damage, great mobility and very limited personal abilities.

My only worry, is that most classes can benefit from something like versatile weapon and align weapon even if they can't cast it themselves.
This might provide trouble when a character comes to face something like an Inevitable with DR/chaotic and regeneration/chaotic. And they lack surefire way to deal with incorporeal enemies, since they lack force effects and ghost bane weapons aren't an option.

Other than that, I like the class.

Silver Crusade

Pathfinder Adventure Path, Companion Subscriber
pavaan wrote:

Just a though. so you can only take a number of burn points a day equal to 3+ con mod. each time you take one point of burn you take level in non lethal damage. now comes the change up, if the burn non lethal damage would heal normal both with magic and without. normal healing would be 1 point of non lethal per level per hour. and any magic healing would heal equal amount of non lethal and lethal damage at the same time.

so without magic healing each point of burn takes one hour to heal naturally. but you can still only have a number of burn points per day = 3+con mod.

now given that some games have it be the 15 minuet adventuring day, if natural healing was available it would not matter, if magical healing is possible it would use up some resources from the party be it a cure spell or a aoe healing some resources is used up.

other games have it be hours between fights,(days does not matter for this) so downtime would matter a bit more, each hour would make it that much easier to fight same goes with magic healing. but the thing is you can still only take an amount of burn = to 3+con mod a day.

bottom line if natural healing and magical healing is allowed for burn damage it does not change how many times a day it can be done.

sorry if it seems all over the place, just trying to put in my thoughts on this as best i can.

That nonlethal damage does not heal until after a full nights rest.

Silver Crusade

1 person marked this as a favorite.
Pathfinder Adventure Path, Companion Subscriber

Would it be possible to revise the language of the burn abiltiy, so it works with the mythic recuperation ability? As written a mythic paladin would regain her spells and smites, but burn is not recoverable since requires actual rest.
This quirk would make make Kineticists a much worse choice for mythic adventures.

Silver Crusade

Pathfinder Adventure Path, Companion Subscriber
Athansor wrote:
Sebastian Hirsch wrote:

Oh nearly forgot, since this class is usually limited to one attack per round, effects like mirror image can really stop it dead in its tracks.

And could be maybe get some dispel ability?

Dispel doesn't really fit. Since the class uses spell-like abilities it can't be countered itself, so giving it the ability to counterspell would just seem off.

I think counterspelling would be the wrong way to go, but dispelling or disrupting existing magical effects could fit.

Silver Crusade

Pathfinder Adventure Path, Companion Subscriber

That ruling was made for a very good reason, otherwise people would avoid playing - at all - since playing a pregend could get their real character killed.

Silver Crusade

Pathfinder Adventure Path, Companion Subscriber

Quick question, is a playtest character unable to multiclass once you have taken your first level?

Silver Crusade

Pathfinder Adventure Path, Companion Subscriber

Oh nearly forgot, since this class is usually limited to one attack per round, effects like mirror image can really stop it dead in its tracks.

And could be maybe get some dispel ability?

Silver Crusade

Pathfinder Adventure Path, Companion Subscriber

I would welcome some ability to deal with swarms even at the lower levels, maybe an ability that lowers single target damage, and exchanges it for a cone.

I am clearly in the 4+Int skill point block.

A water based Kineticist, seems like a pretty nice dip for a number of classes, a permanent +4 armor bonus (+6 with burn) seems pretty nice, and unlimited touch attack and the potential to grab a little bit of healing.

Actually the PFS playtest prevents this for some crazy reason, but I am seeing a lot of characters going for the heaviest armor available. A dip into Fighter or another class would supply the armor proficiency, grant martial weapon proficiency and a bonus feat to get the mandatory Precise Shot and Point Blank shot.
Of course a two level dip into Hunter, would provide among other benefits precise shot.

Silver Crusade

Pathfinder Adventure Path, Companion Subscriber
Mergy wrote:
It's not right Sebastian. The move action only applies to blast talents, not to general ones.
From the playtest document wrote:

Burn (Ex): At 1st level, a kineticist can overexert herself
to channel more power than normal, pushing past the
boundaries that are safe for her body. Some of her wild
talents offer her the option to accept burn in exchange for a
greater effect. For each point of burn she accepts, a kineticist
suffers one point of nonlethal damage per character level.
This damage cannot be removed by any means without a
full night’s rest. A full night’s rest removes all burn and
all associated nonlethal damage. A kineticist incapable
of suffering nonlethal damage cannot accept burn, and a
kineticist can’t choose to accept more than 1 point of burn
in a single round. This limit rises to 2 points of burn at
6th level, and it rises by 1 point of burn for every 3 levels
thereafter. A kineticist can never choose to accept burn if
it would put her total points of burn over her Constitution
modifier + 3, though she can be forced to accept more burn
from a source outside her control.

If she has both hands free, as a move action, a kineticist

can visibly gather energy or elemental matter around her,
allowing her to reduce the total burn cost of a wild talent
used in the same round by 1 point (to a minimum of 0
points).[/b] If she takes any damage while gathering power
and before the kinetic blast that releases it, she must make
a concentration check (DC = 10 + damage dealt + effective
spell level of her kinetic blast) or lose the energy in a wild
surge that deals her 1 point of burn.

Kinetic Healer is listed under other wild talents, I can see why the "before the kinetic blast that releases it" portion is confusing, but yeah, if I am wrong they should spell it out directly.

EDIT: Just saw the errata, you are correct.

Silver Crusade

Pathfinder Adventure Path, Companion Subscriber

So there are now ways for them to deal with alignment based DR...or deal with alignment based regeneration. But yeah the scaling is weird.

Silver Crusade

Pathfinder Adventure Path, Companion Subscriber

Fire Jet... ok I don't know if this ability was inspired by avatar or dragon ball, but I like it.

Ice Patch, though completely original ^^ opens up several questions, like can other party members follow you? How about your enemies, can they jump/walk to you on that ice bridge? I assume that the ice is supposed to melt to vapor, but adding the word "harmlessly" could help.

Kinetic Healer:....considering that you can ignore the burn cost by taking a move action.... every aether or water Kineticist can heal the complete party after every combat?
And even in combat the healing is pretty good. That can't be right.

Silver Crusade

Pathfinder Adventure Path, Companion Subscriber

Still reading, I just wanted to write this down, is there a way to deal with alignment based DR?
Low level options to deal with swarms seem to be rare to nonexistent.
Fire Sculptor... does that mean a level 1 character can move walls of fire?

Silver Crusade

Pathfinder Adventure Path, Companion Subscriber

On second thought, is there any reason for Kineticists not to wear the heaviest armor available? Either by taking the feats or dipping into fighter? Without those they seem a bit vulnerable (+ multiclassing gives them some weapon choices).

Silver Crusade

Pathfinder Adventure Path, Companion Subscriber

The Telekinetic Blast ability really bothers me, I can see a lot of table argument over this one. The main problem is that you have to throw an unattended object (so small stones and fingernail clippings will do the trick) and I see no end arguments from players when it comes to the subject of using alchemists fires, jars full of bees, flasks/barrels of oil....

The language is pretty clear that weapons and similar object aren't supposed to work, but since it doesn't seem to matter what size the object has... can't we simply remove it?

This ability could be nice to kick away the enemies weapon after it has been disarmed, but I would rather avoid the arguments.

Silver Crusade

Pathfinder Adventure Path, Companion Subscriber

So. is there any real reason not to let the players decide this democratically ?
I mean other than the chance of one strong willed player forcing a couple of polite/introvert players. In that situation the pregen choice might only be the first problem.

Silver Crusade

Pathfinder Adventure Path, Companion Subscriber

Oh an funny story, our iconic shaman (at least the level 7 version) can't move, she has STR 7 and carries equipment that brings her above heavy encumberance. Heavy encumberance seems to be a non-isse since she wears full plate, but not beeing able to move is a deal breaker^^

Silver Crusade

Pathfinder Adventure Path, Companion Subscriber

Play as written, the level 7 version has the wrong number of spells per day, that is a mistake I did correct (2 instead of 4 second level spell slots).

Silver Crusade

Pathfinder Adventure Path, Companion Subscriber

Motivating players to playtest is a great idea, the designers seem to prefer feedback from real playtest, rather than theorycrafting.

Silver Crusade

Pathfinder Adventure Path, Companion Subscriber
Zach Klopfleisch wrote:
Sebastian Hirsch wrote:
Well, how do your discern the intent?

The original poster said "several of players want to play iconics rather than their own characters (to avoid death/cheat the system)." So he knows, somehow. Maybe they told him? Maybe they "asked" him to test out the waters and see if it's legal? He might have talked to them and simply asked? (That's what I would do.) I don't know, but he seems to know what his players intend.

I know my own player base, what levels of characters they have (I've helped build and level a non-trivial fraction of the characters in this region, I know some PCs better than their players do,) and what their personalities are. If several people started asking me about playing pregens for a scheduled scenario because they were worried about their (in tier) characters dying, I would not seat them at that table. Even if that meant changing the scheduled scenario. There are plenty of good reasons to play a pregen, but that doesn't mean that there are no bad reasons.

Quote:


I think we already have a way for GMs to deal with this situation: they are not forced to GM, they have little choice when it comes to the characters they are forced to accept, but they are a allowed to just so "No I don't want to run this under these circumstances".

One of my jobs as a coordinator is to avoid situations where the GM has to decide whether he'll run for a group of players or not. I've got a lot more flexibility before to adjust things before the event even starts than the GM does when people sit at his table, so if I put a GM in a situation they think is so bad that they feel the need to walk away, I've failed my job. (And probably also lost a GM.) It's literally 7 times worse on the game day for a GM to walk away from a table than for a player to do so, and the fallout afterwards would be a nightmare.

I also know almost all of my players and GMs pretty well, well enough to identify someone taking advantage of a situation to the detriment of others. Most...

I really like your approach to this, talking to each other is an option, that quite often seems to be inmpossible, especially since we are on the internet.

Your stewardship of that community of gamers (to prevent those who want to cheese from ruining other peoples fun) is in my opinion nearly ideal (players policing themselves seems to be the only better option).

My appeal not to codify a rule regarding this kind of behavior is based on the fear, that such a rule would prevent players from using pregens for better reasons.

Silver Crusade

Pathfinder Adventure Path, Companion Subscriber
Zach Klopfleisch wrote:

As a coordinator, if I had several people signing up for a scenario like this with the intention of using pregens because it's too dangerous, I would seat them at another table. If that didn't work logistically, I would change the scenario.

There are plenty of good reasons to play pregens, many of which have been mentioned already. I'm not a fan of the current rule requiring you to apply credit to a lower level character. Heck, just last week I sat down at a table of 3 pregens + my fighter because all their characters were tied up in Fangwood Keep. It was an awesome game.

But this is different: This is simply selfish behavior.

Pregens are less prepared than a normal character, most of them have no way of dealing with darkness or flying enemies or DR, most don't have their own healing resources, and none of them have the cash to pick up those resources. Players are generally less familiar with them meaning combat turns will take longer and they'll possibly be played less effectively, and in a 7-11 they're at the very bottom of the power curve. (As opposed to sub tier 5-6 in a 5-9.) On top of all that, you have at least half the table, if not the majority of the table, running characters they're not invested in through an admittedly dangerous scenario. That's simply not fair to the other players at the table.

So I'd seat people who want to play that scenario with their own characters first. If that doesn't work, (and if there's time,) I'd change the scenario to something less dangerous. If they really want to play that scenario, they can either take their own PCs or plan and run it themselves on their own time with whatever organization they want.

I try not to reward selfish behavior.

Well, how do your discern the intent? As almost everyone has mentioned already there are plenty of legitimate reasons to play a pregen, that IMO make PFS a better experience for all participants including GMs.

I think we already have a way for GMs to deal with this situation: they are not forced to GM, they have little choice when it comes to the characters they are forced to accept, but they are a allowed to just so "No I don't want to run this under these circumstances".

Aside from that, forcing players to play their existing characters is completely nonenforceable. GMs could check the players profile to see if they have a character with enough XP, but that doesn't tell you if the character is already leveled up, and frankly the player can always tell, that he didn't bring the character with him.
Strictly speaking (and I could be wrong here) a character, like a Swashbuckler, already becomes unusable once the player doesn't bring the additional resource.

Silver Crusade

Pathfinder Adventure Path, Companion Subscriber
David Bowles wrote:

That's not why these people are doing it.

"That seems to be a dick move, but I don't think we want society rules to restrict players in this area."

Well they sure as hell restricted it for modules.

I assume, that since modules and adventure path volumes are a bigger time commitment, but even then it doesn't really make sense, after all, I think we should err on the side of giving players the chance to play.

Otherwise we could end up in a situation, where a player will not play, when he would be forced to play an adventure with a character, that he doesn't want to use. In this situation everybody loses.

There are plenty of threads about unsportsmanlike behavior/being a dick rule on these boards, that this is hardly a terrible issue.

And lets not forget, that some things in the modules section are a bit weird, like receiving chronicles for playing an adventure path with a group that is not using PFS rules... so this includes playing Rise of a Runelords with 50 point buy and mythic rules...
That just sounds weird, but of course I could be dead wrong.

PFS Guide page 30 wrote:

Legal Pathfinder Society Characters
For modules and Adventure Path content below 9th level,
if you do not have a character in the correct level range,
you may use a Pathfinder Society pregenerated character,
available on paizo.com or the 1st- and 7th-level iconic
characters on pages 275–297 of the Pathfinder RPG NPC
Codex. You must apply the credit to your character
as soon as she reaches the level of the pregenerated

character played. If you play a non-1st-level pregenerated
character, you may apply credit from the pregenerated
character to one of your 1st-level characters, with
the gp gained reduced to 1,398 gp (or 699 gp for slow
advancement track characters). If you play a non-1st-
level pregenerated character, you may apply the credit
to your character as soon as she reaches the level of the
pregenerated character played. Equipment listed on the
pregenerated character sheet may only be sold to clear
conditions, such as death, during the play of the module
and any remaining gold does not carry over at the end of
the module.
Alternatively, if you are participating in a Pathfinder
Adventure Path with an ongoing group undertaking the
entire, six-book campaign, you may receive credit for
playing the sanctioned portions of the adventure as if you
had played a pregenerated character. In this case, GMs
running the Adventure Path are not bound to the rules
of the Pathfinder Society Organized Play campaign (such
as 20 point buy, unavailability of hero points, etc...) when
running the campaign or the sanctioned portion of the
adventure. Pathfinder Society characters and characters
from an ongoing Adventure Path campaign may not play
in the same adventure.

Silver Crusade

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Pathfinder Adventure Path, Companion Subscriber

I am in the "wonderful" situation of not having characters above level 2, so the use of iconics is going to be a semi permanent feature for the foreseeable future. So I don't really have a horse in this race just jet, but for my 2 cents, is this really a problem?

Playing a pregen when you group makeup would otherwise be disastrous for the adventure, or when your character has some personality quirks that spell doom for the scenario.

If the adventure has a reputation for being deadly, it seems reasonable to not want to play their own characters, but it could be seen as a dick move. Of course there are gradients, when you come to a table with your beloved PC, and learn that you sit with a bunch of newbies with pregens.. chances are that your character would have to do the heavy lifting and the chances of failure are higher. I really can't blame the player there.

However the situation mentioned by the OP is different, it that case, it seems like some players are unwilling to take risks, thus increasing the risk for the other players with "real" characters. And of course, in many cases this will result in the players with non-pregens expending more personal resources on behalf of the party.
That seems to be a dick move, but I don't think we want society rules to restrict players in this area.

Silver Crusade

Pathfinder Adventure Path, Companion Subscriber

Welcome to the burnout club Piccolo, you were warned, but I get that most GMs aren't willing to takea challenge like this lying down ^^

Silver Crusade

Pathfinder Adventure Path, Companion Subscriber

Powers of thread necromancy, activate!

The issue came up in another thread link, apparently the HeroLab people emailed SKR and he told them that the weapon enhancement is only supposed to interact with saving throws against fear.

RAI seems to be clear, so instead of broken, it now has just a very narrow appeal (to be honest, I can't imagine ever using it).

If only we could be a FAQ on the matter so this issue doesn't creep up on people, I am pretty sure that some GMs prefer this ruling.

EDIT: Link to Herolab forum post: link.

EDIT 2: Upon reading the reply, apparently courageous is supposed to improve any moral bonus to saving throws, and while the program output is a bit unclear (the stacking bonus is mentioned under conditional, which isn't the case if the user is under the effect of heroism.

Actually this seems like a fair compromise between utterly broken and very circumstantial.

Silver Crusade

Pathfinder Adventure Path, Companion Subscriber
Jeff Merola wrote:
They emailed SKR about it and they're using it how he told them it worked.

Thank, you at least now that issue is resolved, but to be honest, while this is great regarding my opinion of the lonewolf guys, I am pretty unhappy that this is the way I learn about this. Why isn't this in the FAQ, the vast majority of players seem to assume that this ability works as written.

Oh well, time to necro the last thread on the issue: link.
It even has posts from some kind of eidolon.

Just checked, and it seems they have implemented it that way (on a +4 courageous weapon it shows +4 moral on saving throws (+2 stacks with similar).. just noticed, that the program doesn't indicate a potential stacking issue when it comes to a character with heroism that is under the effect of aura of courage, but I suspect that is another issue.

Oh and for the record, I do think that the thing is utterly broken as written, but that is the way they have chosen to write it.

Sorry for the off topic discussion.

Silver Crusade

Pathfinder Adventure Path, Companion Subscriber

Well at least the description from the scenario page on this website should be available to players, so giving some vague hints seems fair game.
Far better than 4 hours with a party, that is utterly unsuited to the adventure.

Silver Crusade

Pathfinder Adventure Path, Companion Subscriber
Jason Wu wrote:

With Herolab, though, it isn't to terribly complex to just add an adjustment bonus yourself.

-j

Yeah, it is not that tough, but if you are for example a Barbarian under the effect of heroism will have to make two adjustments. It isn't a huge deal, but it might confuse some users, they might actually believe the weak interpretation of the enhancement, on the basis that HeroLab uses it.

Silver Crusade

Pathfinder Adventure Path, Companion Subscriber

My group must have been amazing, the adventure seemed very straightforward to me, we talked to the majordomo, asked her plenty of questions and got her write us a letter to the gentleman who dealt with the paperwork.
A little diplomatic threatening later, that gentleman lead us to the slave seller, and after we saved his bacon and healed him, he was quite cooperative (and considering what the law will/would do to him..).

We informed Lady Darchana, she gave us a scout and a ship, and we infiltrated the pirate ship and once in the captains cabin, out bard started the combat by casting charm person on the captain... who succeeded on the will save.

The fight was pretty straightforward, we had the right energy types to deal with the dog and the other crew members didn't pose much of a challenge.
We got the papers, saved the slaves.... and somehow the ship caught fire... ^^

To be honest, it was a good group:
Level 1 gnome Alchemist (very aware, that level 1 is tough so he did the right thing and left melee to everyone else)
Level 2 elf Hunter (my character, no social skills to speak of, but quite a number of very lucky diplomacy rolls ...to aid others)
Level 3 cleric (good skills, and thx to the fire domain, he always had something to do in combat)
Level 4 Bard/Fighter (plans to go DD, but his social skills were pretty damn useful)

I can see this adventure being a lot harder if the group lacks the social skills required, but the "investigation" is actually pretty straightforward.

Silver Crusade

Pathfinder Adventure Path, Companion Subscriber

It is a really nice scenario, I played recently and it was really enjoyable.

My group made some unfortunate tactical decisions, but everybody survived, we attacked the inevitables, after comming to the conclusion, that talking to them would take too long.

The discussion which abomination of nature to attack took some time, but in the end we attacked the creepy doll wizard. And of course my character got hit by the magic jar effect, as it turns out, the level 7 pregen Skald is pretty good, but we were quite lucky, that he was forced to attack with a single handaxe.

And btw are the guards and wards really anthing other than an annoyance ? My character didn't recognize a single illusion, and had to be dragged by other party members.

Silver Crusade

Pathfinder Adventure Path, Companion Subscriber
Majuba wrote:
Sebastian, that's because when they asked for feedback from Paizo, that's what they were told to do by a Designer, regardless of how many users disagree.

Yeah.. I don't think so, here are my is my correspondence with the hero lab people:

My bug report wrote:

Pathfinder bug report: Courageous weapon enhancement does not work as written

The courageous weapon enhancement doesn't increase the bonus from
spells like heroism (which gives a moral bonus).
I checked in the paizo.com forum, and it seems that my interpretation
of the ability (that it increases every moral bonus) is used by pretty
much everyone. It seems, to be regarded as a highly effective weapon
enhancement for barbarians and groups with bards, maybe even to good
for a +1, but that seems to be the RAW.

It would be nice, if this issue could be re-evaluated. Thank you very
much, otherwise I am a very happy customer.

Developer response wrote:
I'm sorry, but we're still hoping that Paizo clarifies the way this power is intended to aork. Before we spend many hours finding every ability in Pathfinder that grants a morale bonus, and altering it to change the amount of its bonus if the courageous power is active on an equipped weapon, we'd like to be certain that we're implementing what will be the final rules for this power, and we won't have to undo all that work when this item is errata-ed.

I really can't fault, the hero lab developers here, I tried to get some official answer on the board and IIRC tried to get a FAQ, but without success. It is not that much more work for me, unless I am making a character/NPC with rage (and these days it seems to be the norm to use the raging stats in the main stat block).

The weapon enhancement is pretty damn great an seems almost mandatory for certain builds ( a +1 furious courageous weapon for barbarians), but this is IMO RAW.

EDIT: Of course if they asked Paizo, I would have no record of this.

Silver Crusade

Pathfinder Adventure Path, Companion Subscriber
Hmm wrote:
Nylanfs wrote:

Well the nice thing about PCGen is that you can help and get any bugs that are found fixed. We're an all volunteer group.

And I'm fairly sure that there are less bugs in PCGen than Herolab. :)

Herolab is actually fairly responsive about bug reports.

Hmm

Yeah, but I have at least one case where I reported a bug, and they told me that that is how the ability is supposed to work. If could not persuade the designers to give a clarification.

spoiler:

I argued that a courageous weapon would interact with barbarian rage, and heroism spells, they argue that it only improves moral bonuses when it comes to fear effects.

Courageous

Price +1 bonus
Aura faint enchantment; CL 3rd; Weight —

DESCRIPTION

This special ability can only be added to a melee weapon.

A courageous weapon fortifies the wielder's courage and morale in battle. The wielder gains a morale bonus on saving throws against fear equal to the weapon's enhancement bonus. In addition, any morale bonus the wielder gains from any other source is increased by half the weapon's enhancement bonus (minimum 1).

And some things are just not implemented yet, like the legendary item option intelligent item, after more than a year has passed.
At this point I am just to invested in hero lab, to try anything else, but it is always good to have alternatives.

Silver Crusade

Pathfinder Adventure Path, Companion Subscriber

Ah sorry I, I really should not post in a hurry. A limit of one trick per round seems reasonable, otherwise animal companions with a lot of natural attacks just become even more amazing.

That said I think, the hunter can do with a a little boost in power, after all their animal companion should be the very best (kinda like a divine summoner..but not insane), and they are not that much better than a druid animal companion. Animal Focus helps, but I suspect the text about Skirmisher tricks was added when someone realized this.

Silver Crusade

Pathfinder Adventure Path, Companion Subscriber

I think someone needs to see this situation as a call to action and write a mythic adventure, that is solid enough to challenge mythic characters.

I already have a vague idea about a high level module, where the players start at relatively high levels, and gain temporary mythic powers... and the entire adventure lasts only 24 hours (thus the party has to make harsh judgement calls, when and how often they can use an hour to recharge).

Silver Crusade

Pathfinder Adventure Path, Companion Subscriber

An unlimited use seems indeed pretty damn good, but I have a related question, since most of the Skirmisher tricks the companion can actually use are free actions, how would you limit those?

After all, even a level 1 Hunter with a large cat animal companion has 3 attacks at level 1. Bluntly one full attack should not automatically inflict shaken, entangled and suffer a -2 to attack rolls, without a single attack roll or saving throw.

Silver Crusade

Pathfinder Adventure Path, Companion Subscriber

The Guide does mention Crafter's Fortune, so it should work. A wand might be a nice way to convert PP into GP.

Silver Crusade

Pathfinder Adventure Path, Companion Subscriber

I have avoided taking teaching those tricks to my animal companion, and suspect we will get an official ruling in the FAQ sooner of later.
Hunters can really use the power up.

Silver Crusade

Pathfinder Adventure Path, Companion Subscriber

Congratulations, now you are in too deep.... you can never leave^^

Silver Crusade

Pathfinder Adventure Path, Companion Subscriber

Our GM was nice enough to let me reslot her spells, I had the argument on these boards before, reading changes to inconics.

Take a look at the shaman class and the pregen, it has the wandering spirit class feature, and while I plan to play her on saturday, and the current choices are very good... a class feature like this is there to be used.

And frankly considering that Bonekeep is Bonekeep, penalizing the other players for unfortunate pregen choices (Kyras spells, even if I have to mention, that there is a legitimate reason to prepare cure spells).

Silver Crusade

Pathfinder Adventure Path, Companion Subscriber
Disk Elemental wrote:

GM: Welcome to the Ruins of Bonekeep, the threat of PC death is very real, but the rewards are far greater than normal.

Player 1: It's okay, I brought a Pregen.

Player 2: Hey me, too.

Player 3: Make that three.

Player 4: ...

GM: Uh, alright, so what classes do we have?

Player 1: Ranger

Player 2: Gunslinger

Player 3: Also Ranger.

Player 4: Gets up and walks away

I saw this at Gencon.

My very first PFS scenario was Bonekeep 3, and I played Kyra ^^ The other players seemed to like it, and I got my chance to shine (even though Kyra doesn't have a wealth of combat options).

A Table with 2 Harsks though... even the idea is terrible.

Silver Crusade

Pathfinder Adventure Path, Companion Subscriber

I have to take back the comment about increasing Charisma, a +2 would only help with Charmed Life and some other abilities. Still a good investment.

Silver Crusade

Pathfinder Adventure Path, Companion Subscriber

I suggest multiclassing into something that gives trapfinding, but even that isn't really required unless you want to deal with magic traps, and frankly detecting them could be enough.

Investing more in swim could be effective, but unless you play the skulls and shackles adventure path in PFS, investing in some consumables might be enough.

EDIT: Take the Extra Panache feat once or twice, this should allow your character to use it consistently.

Silver Crusade

Pathfinder Adventure Path, Companion Subscriber

Sorry, but did you play this character from level 1? The low charisma would have been quite an annoyance from day 1, that said the character isn't ruined, get a headband to buff charisma, and consider getting some way to use/cast deeper darkness so your feats aren't a massive waste of time.

And why did you take expanded fiendish resistance? Acid damage quite rare, why waste your first feat on this?

Silver Crusade

Pathfinder Adventure Path, Companion Subscriber
Jeff Merola wrote:
Dervish Dance is Dex to hit and Dex to Damage AND has the "counts as a one-handed piercing weapon" clause. Slashing Grace, of course, is the exact same (for a Swashbuckler only). Both are feats. You don't take both.

Ah crap, should have checked before.

Silver Crusade

Pathfinder Adventure Path, Companion Subscriber
FranKc wrote:
Snorter wrote:
Jiggy wrote:
8. Have you SEEN how some people react to being corrected, or even just questioned? I kid you not, sometimes I've clicked "reply" on someone's posted question, copy-pasted the relevant rule, and clicked "submit" without typing any words of my own at all; and then been criticized for making personal attacks. This has happened multiple times, all from different posters. I have told someone they got a piece of information wrong and then been publicly chastised, telling me I have no right to tell someone they're wrong. The list goes on. The thought of how the other party (especially entrenched veterans) might react to being approached can be quite a deterrent.

On a related note; have you seen how some people react to being supported?

I've spoken/posted before, siding with someone, and providing further information to supplement what they said, and had them argue with me, as though I've contradicted them. 0_o?

Them: "The rule is [blah blah]"
Me: "And if you check out Chapter X, there's a table that summarises this stuff..."
Them: "NO! THE RULE IS [BLAH]! AND [BLAH]!"
Me: "...."
Them "SO THERE!"
Me: "I was agreeing with you, in case you didn't realise."

I believe we are the generation that forgot how communication was supposed to work. One could blame the internet for that, but I can take at least some of the blame. As part of said generation.

In an internet forum you don't see the other person, their age, their race, their sexual orientation, their smell, their facial and body movements and gestures, the tone and volume of their voice ...

I could continue, but it is s rather simple fact, that peoples brains aren't suited to this kind of communication.

Twitter is far worse though. Oh and I would be lying, to argue that people not paying attention is a big part of the issue.

Silver Crusade

Pathfinder Adventure Path, Companion Subscriber

So, if we are still talking about a Swashbuckler... why would the player want to use a scimitar with Dervish Dance (I mean this doesn'd invalidate the discussion about bucklers) ?

A Swashbuckler requires the a light or one-handed piercing weapon for among others the Menacing Swordplay and Precise Strike deeds. If he has Slashing Grace, he can use a scimitar for said deeds, but then Dervish Dance only serves to allow the character to use his dex instead of str for attack rolls.

Silver Crusade

Pathfinder Adventure Path, Companion Subscriber

Unless a class mentions that is counts as levels in her parent classes, id doesn't. A Hunter has this kind of language, but a bloodrager does not.

Silver Crusade

Pathfinder Adventure Path, Companion Subscriber
BigNorseWolf wrote:
Sebastian Hirsch wrote:

So the real issue is, that some feats just replace a stat, and do not give the option to use the original stat if you want to....

Well to be fair, I suspect this is more an issue with Cheliax: Empire of Devils being on of the first splatbooks.

I believe the impetus for the ruling was the Monk/sacred fist trying to double up on their wisdom bonus to AC.

As a clarification rather than a change, this will take PP to get rid of if it cost you something.

Looking at the archetype, it seems they forgot to add the text "this ability works like the monk ability", but yeah, I guess this ruling is a positive thing in the long run.

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