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Contract Devil

Sebastian Hirsch's page

Goblin Squad Member. RPG Superstar 2015 Star Voter. Pathfinder Society Member. 1,289 posts (1,639 including aliases). 2 reviews. No lists. No wishlists. 2 Pathfinder Society characters. 1 alias.


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Silver Crusade Star Voter 2015

Nice review Magnuskn, after following you campaign journal for such a long time, I am quite impressed that you were able to temper you anger and provide useful feedback.

I pretty much agree with most of your points (even considering, that my group has not even finished part 2 yet, I already had to make plenty of modifications ), but I am a bit surprised, that you didn't, mention the plethora of encounters at or below APL (even without considering mythic tiers). It might be a complaint, you and me have already leveled at a number of adventure paths, but I think it bears repeating.
Mythic abilities tend to give players characters a lot more endurance, from abilities that let characters convert mythic power into spells, to powers like recuperation. Those make test of endurance a massive waste of time, and most players understand this quite soon. Comparisons to that damned duracell bunny seem a bit unfair, but it is not without merit.

Regarding the NPCs, you are pretty dead on especially with your comparison to Jade Regent (even considering, that even that one had a number of non essential NPCS). Some are kinda interesting, especially the married NPCs, but most of them don't really have an arch, or get new roles to play in the later adventures. Getting the ability to invest a small number of NPCs with a degree of mythic power (maybe to fill a role underserved in the party) would have been preferable (I might still take that route).

And to end this on a controversial point, I think mythic is worth saving, it requires a number of changes here and there, but the core concept is sound. If course APs have to compensate for these changes (either less XP and/or loot).

Silver Crusade Star Voter 2015

Lightminder wrote:
Sure love the blue link formatted descriptions! Nice work bar raisers!

Seconded, makes checking spells and special abilities that much quicker.

Silver Crusade Star Voter 2015

3 people marked this as a favorite.

Requirement: Creator must be a halfling pirat, missing his left eye in wrestling contest with a bling gnome half dragon paladin ....

Well not this one, but some requirements seem quite specific

Silver Crusade Star Voter 2015

I found a well price, tightly written staff...something I would actually buy and add to my campaign. ^^

Silver Crusade Star Voter 2015

To repeat what others have written... someone like bards^^

Silver Crusade Star Voter 2015

An item can be amazing, but without following the format, or even mentioning a price ... sad.

Silver Crusade Star Voter 2015

1 person marked this as a favorite.

Called shots

Silver Crusade Star Voter 2015

The Fourth Horseman wrote:
Rei wrote:
The Fourth Horseman wrote:
The Hunter archetype that allows their AC to have evolutions.
Combined with the ability to give your AC skirmisher tricks, that archetype is incredibly broken. I had one in my Dragon's Demand for one session because a player's character died in the second to last session, and the AC wrecked absolutely everything that was sent its way.

I understand why it's illegal. This is a fantasy thread. No need to tell me I'm wrong (roundabout as the claim was).

I'd be in it mostly for the large / huge bear, As for a long time, I've wanted to have a Grizzly / Dire bear AC.

Yeah the archetype is awesome, but unfortunately quite broken. Unfortunately I don't see Paizo fixing this one.

Silver Crusade Star Voter 2015

Seannoss wrote:

I like your idea Krinn, and my gaming group has done similar things to that in the past. Its a good balance and still lets your PCs feel special as they can do something others can't.

And you are crazy Sebastian :)

I'm curious too. Is your want of more mythic coming from a GM perspective, player, story.... or? This is from curiosity and not trying to start anything negative.

Low level Pathfinder tends to suffer from a distinct lack of options, at least compared to high level play, obviously magic item availability is a big factor here, and I think mythic rules can help here.

Unfortunately we didn't get a mythic option for players to avoid the Christmas tree effect, but the rules certainly have potential.

And frankly, some abilities are just fun, or make the game better.

Obviously something like mythic power attack would not survive unchanged, but other fun abilities just might ^^

What can I say, I have watched a lot of anime in my time^^

Silver Crusade Star Voter 2015

Call me crazy, but since high level play is already pretty broken (at least the CR system tends to break down) a campagin from level1/tier1 to level 11-15/tier 5-10 sounds really good to me, once mythic is fixed. Of couse such an adventure has to be written with mythic in mind, and learn from the WotR mistakes.

Silver Crusade Star Voter 2015

Mark Seifter wrote:
Exguardi wrote:
I would support having pregenerated options available for future playtests-- as long as they're built by Mr. Seifter! I'm a huge fan of the current crop of ACG pregens, which if I recall you're largely responsible for, Mark.

[tangent]They were all my babies originally, but it's certainly true that the development passes helped work out the kinks (and for instance John found a super-cool staff for level 7 Enora, etc).[/tangent]

Even so, though, I wanted to see what you guys came up with. For actual Occult pregens when the book comes up, it's possible you'll see those by me though!

I actually had the chance to use level 7 Enora in Fortress of the Nail on monday, and yeah the staff is very cool (....in other scenarios, not this one ). Some more spells in the spellbook would have been nice, Potent Magic seemed to cry out for slow and the lowers levels could have used some more spells to benefit from the DC bump. (I assume that word count on the iconic was a factor here).

I have to say, that I didn't use the metamagic feat, or the metamagic rod, but they seem like decent choices. I will play her again, ideally in an adventure with frost giants^^

Silver Crusade Star Voter 2015

1 person marked this as a favorite.

Some kind of playtest framework could be useful, like:

Level 7:

Budget for permanent protective items: X gold
Budget for weapons/shields: X gold
Budget for expendable magic items: X Gold
Budget free allocate: X Gold

This way you could a limit the amount of money players can spend (to account for the usual expenses characters have while leveling. Maybe limit it to straight classed characters, if you feel that this gives a clearer picture. Personally quite a number of the occult classes seem to scream for a 1 level dip, to get the heaviest armor.

Since playtests are an attempt at escalation (ok guys show us the worst game breaking things you can come up with ^^ ) letting people play something like this could be very informative. Of course giving GM the option not to allow such a playtest pregen should always be the norm, after all even with the current playtest system, what is actually in the PDF, and how the class is supposed to play are two different things. (Just look at the kineticist and the clarifications in the thread).

Silver Crusade Star Voter 2015

Insain Dragoon wrote:
The only reason I brought up SKR is because he wrote the class.

I wasn't aware of that, in that case, yes designer intent is certainly valuable.

Silver Crusade Star Voter 2015

Insain Dragoon wrote:
I talked with SKR a bit and he prefers "generate a Pool for your animal companion and have them use the pool" method.

Not saying, that this isn't a reasonable choice, but "refering to things SKR said" does not replace the need for a FAQ here.

Pretty much the same thing happened via Herolab and the courageous weapon ability: see here, and I am still quite unhappy about the whole issue.

Silver Crusade Star Voter 2015

I am not particularly happy with the way this feat was implemented, but I think the real deal breaker is, that access to items of the technology guide is limited in this fashion.

So you would have to get your laser pistol from a chroicle sheet, and if you have already played that particular scenario... well it's tricky.

Silver Crusade Star Voter 2015

I have not been able to participate with a playtest character in PFS, but to be honest, the fact, that I had no GM credit to test a higher level version was a big factor.

For future playtest, it would be very nice to get some customizeable pregen options (like a kineticist with set stats/race, but the choice to choose the element).

Silver Crusade Star Voter 2015

I admit, that the occult adventures playtest certainly to a lot of attention, but it is December.

There might be a way for us to create an incentive, so these things are taken care of more quickly, but aside from not buying new releases ...
and frankly that way doesn't work either, if people don't buy the print versions, chances are there won't be a second printing and with that errata.

I know people blame 3.5 for rules bloat, but I mostly remember the problem with FAQ and errata.

Silver Crusade Star Voter 2015

Seannoss wrote:
Yup. I'm hoping that less and less people talk about Mythic Adventures and it gets swept under the rug. Then we can all move on to something better.

I think that would be a bad move, that particular system deserves a fix.

Silver Crusade Star Voter 2015

Depends on the party composition, as always ^^

Silver Crusade Star Voter 2015

Please cancel my player companion subscription and suspend my adventure path subscription. Thank you.

Silver Crusade Star Voter 2015

N N 959 wrote:
wellsmv wrote:

you follow the alchemical crafting rules....

http://www.d20pfsrd.com/equipment---final/goods-and-services/herbs-oils-oth er-substances

http://www.d20pfsrd.com/skills/craft

Let me rephrase the question...

How does one leverage the crafting part of Swift Alchemy in PFS?

The spontaneous alchemy rules on pages 4-5 of the Alchemy Manual are legal according to the additional resources page. Some of those only take 10 minutes, in this case swift alchemy would be useful.

Silver Crusade Star Voter 2015

Cruel Illusion wrote:
Sebastian Hirsch wrote:
Cruel Illusion wrote:
I rather like the idea of the sorcerer being a psychic caster. After all it doesn't makes sense for someone who casts instinctively to know the specific incantations, gestures, and rare objects necessary for an arcane spell, while casting without those components fit them perfectly.
"Sense" does not enter into the discussion, and frankly being unable to cast spells when you are a bit unhappy, doesn't work for a lot of sorcerer concepts.

I don't think that's how emotional components work. You have to be under external mental influence to be unable to cast.

Yes, but the effect of a dragons frightful presence could cripple such a character.

Silver Crusade Star Voter 2015

At the time of writing Hero Lab supports 4 of the playtest classes. If you are like me, this is a godsend to create higher level test characters.

Oh yeah, and it is free until the book releases ^^

Silver Crusade Star Voter 2015

Cruel Illusion wrote:
I rather like the idea of the sorcerer being a psychic caster. After all it doesn't makes sense for someone who casts instinctively to know the specific incantations, gestures, and rare objects necessary for an arcane spell, while casting without those components fit them perfectly.

"Sense" does not enter into the discussion, and frankly being unable to cast spells when you are a bit unhappy, doesn't work for a lot of sorcerer concepts.

Silver Crusade Star Voter 2015

Just did my survey, I appreciated some of the specific questions and frankly I feel quite sorry for the poor Mesmerist.

Silver Crusade Star Voter 2015

I think there is a FAQ out there, that lead blades and the impact weapon ability to not stack, due to the multiple similar abilities rule.

Regarding the OPs question, keeping your animal companion at home should always be an option. Regarding the permanent animal focus, I see this as an ability to keep the hunter useful if their animal dies, kinda like the 1min summons... of course if there was some way to share teamwork feats...

Oh I can dream, but considering, that the occult playtest is still going on I guess some FAQ requests will remain unanswered .. for this year.

Silver Crusade Star Voter 2015

According to Hero Lab your options are:

Ant, Giant
Beetle, Giant
Centipede, Giant
Crab, Giant (Oh Polemon, you were so ahead of your time)
Leech, Giant
Mantis, Giant
Scorpion, Giant
Slug, Giant
Spider, Giant
Wasp, Giant

Mantis seems quite decent, with two attacks and grab.

Silver Crusade Star Voter 2015

Great now I have this immage of a mythic hunter sending his mighty worm to fight Dagon. And no, I will call my heavenly worm like I want to ^^ :P

Silver Crusade Star Voter 2015

Serisan wrote:

The proposed build replaces the teamwork feats via Divine Hunter. This particular hunter worships Kurgess and gets the Strength domain in place of those feats. I intend to either do full Hunter or make a 1 level dip into Barbarian.

Bemoaning the loss of his irreplaceable companion is definitely in the RP plan. I was just hoping to have that loss occur off-screen.

Sorry for suggesting, that you are an evil dipper ^^, that sounds like fun.

Edit: Just noticed, that this combination could result in a celestial worm...

Silver Crusade Star Voter 2015

1 person marked this as a favorite.
Grey_Mage wrote:

The evil doers on Golarion are actually pretty stupid. After all, apparently all you need to do is put a NO TRESPASSING sign up. No Paladin can invade your lair no matter what you are doing unless he gets an invitation.

Not that I believe this, but I'm just following the arguments of some people in this thread to their logical conclusion.

You didn't just prove, that all (stupid) Paladins are vampires .... right ?^^

Silver Crusade Star Voter 2015

Yeah, that damn build kinda annoys me, but frankly, a level 1 hunter with a unarmored animal companion... well chances are that you will manage to get it killed, and avoid the whole issue.

Silver Crusade Star Voter 2015

My quick interpretation:

Spell storing is still a very good choice for a magus, but spellstrike really does not interact with it. If the spell requires a touch attack, this requirement is already met with by hitting the enemy with the weapon. Saves and SR are rolled as usual.

Silver Crusade Star Voter 2015

I think I understand most classes from the occult playtest, even if it took me quite long to read the pdf, but honestly I can't really judge the Medium properly. It is very very complicated, especially considering the interactions, once you have several spirits.

I appreciate the fact, that a level 1 Medium player has quite some time to learn, but this makes the class quite unappealing to new players, and I worry about GMs when a level 14 Medium suddenly pops up in an adventure.

The Occultist is far less complicated, but the fact, that his spell list is far from reliable, makes me question why and how he is a spellcaster.

Silver Crusade Star Voter 2015

Sorry, but while the "how do you handle this in PFS question" have a certain degree of sense, in this case you are just asking if GMs are willing to change/ignore RAW.

The item is clear, it works only in wild shape, which is a very specific ability. It was nice of you to mention what you would do with it, and I would not argue, that this use of the feat with wild armor would be to good.

Edit: Do you have a build to share? Maybe, there is an option to do this without the armor.

Silver Crusade Star Voter 2015

1 person marked this as a favorite.

Consider using this spell:

Reduce Animal wrote:


Reduce Animal
School transmutation; Level druid 2, ranger 3

CASTING
Casting Time 1 standard action
Components V, S

EFFECT
Range touch
Target one willing animal of Small, Medium, Large, or Huge size
Duration 1 hour/level (D)
Saving Throw none; Spell Resistance no

Table: Tiny and Large Weapon Damage

Medium Weapon Damage Tiny Weapon Damage Large Weapon Damage
1d2 — 1d3
1d3 1 1d4
1d4 1d2 1d6
1d6 1d3 1d8
1d8 1d4 2d6
1d10 1d6 2d8
1d12 1d8 3d6
2d4 1d4 2d6
2d6 1d8 3d6
2d8 1d10 3d8
2d10 2d6 4d8
DESCRIPTION
This spell functions like reduce person, except that it affects a single willing animal. Reduce the damage dealt by the animal's natural attacks as appropriate for its new size (see Table: Tiny and Large Weapon Damage to adjust damage for size).

This should allow you to bring your animal into most dungeons, and the animal archive has:

Narrow Frame wrote:

Narrow Frame
Your excellent coordination allows you to maneuver better in close quarters.

Prerequisites: Escape Artist 1 rank, animal or magical beast.

Benefit: You do not take penalties on your attack rolls or to your AC for squeezing through a narrow space that is at least half as wide as your normal space, though each move into or through a narrow space still counts as if it were 2 squares.

Normal: You take a –4 penalty on attack rolls and a –4 penalty to AC while squeezing.

Silver Crusade Star Voter 2015

I don't think that monks suffer more problems in this AP than any other class, but it would advise to plan a backup weapons for the early levels to deal with DR. Note that after the first adventure, you are supposed to be level 6.
Cutting a healer is an option, but depending on the changes your GM is going to make, you might need someone to heal a dead character back to life, in the middle of combat. There are plenty of mythic powers, that make this possible.

Silver Crusade Star Voter 2015

James Langley wrote:

This whole thing reeks of this to me.

Pew.

But, I do have to agree a little: I didn't see ANYTHING special in the Psychic class. At all.

Thak you for posting this, I had honestly forgotten, that that was a thing ^^

Silver Crusade Star Voter 2015

blackbloodtroll wrote:
Sebastian Hirsch wrote:

Regarding your first point, I could see a possible argument regarding ludonarrative dissonance. If a character with no ranks in diplomacy and 5 charisma is roleplayed as some mixture of Niccolò Machiavelli and Henry Kissinger.... well I would argue that this is a little wrong and that in this case the stats should affect it.

That could effect how you want to roleplay, but not the ability to roleplay.

Optimized, and unoptimized builds can both be roleplayed well, or badly.

Neither build makes you a better roleplayer.

I can live with having made the distinction, neither good nor bad characters prevent or guarantees a great roleplaying experience.

blackbloodtroll wrote:
Sebastian Hirsch wrote:

Hammer pants don't make me a better dancer, and a nice suit doesn't make me a nicer person.

It will, if you believe in yourself ^^

Silver Crusade Star Voter 2015

blackbloodtroll wrote:

1) How effective or optimized a build is, has no effect on roleplay.

Nobody will ever convince me of the absolute fallacy, that is otherwise.

2) A disruptive PC, is a disruptive PC. Whether it's the made to be useless 9 Int Wizard, or "Barry the Rapist Rogue", you are still breaking the social contract of organized play.

3) There is a big difference between underpowered PCs, and PCs designed with the purpose of being useless. One is a challenge, and the other is a dick move. Nobody is going to believe you built a 7 Strength, 9 Dexterity, 5 Constitution Elf Fighter, because you are just "roleplay focused". You did that on purpose.

There are times, when that "flavor" card cannot be played.

Dog crap has a lot of "flavor", but you can't force people to eat it, just because say so.

Regarding your first point, I could see a possible argument regarding ludonarrative dissonance. If a character with no ranks in diplomacy and 5 charisma is roleplayed as some mixture of Niccolò Machiavelli and Henry Kissinger.... well I would argue that this is a little wrong and that in this case the stats should affect it.

Silver Crusade Star Voter 2015

Things really get murky when it comes to specific spells, how for example is a psychic fireball different from an arcane or divine fireball? I mean different in a way, that is relevant to the creature getting fireballed or the caster trying to counter it.

Fluff and some limited class internal rules are one thing, but a game system tends to suffer, when it has to many systems that affect each other.

Systems like feats and panache are a great example, only the player of the class needs to understand them, and keep and eye on them.

Things like critical hits are another matter, a number of abilities interact with or trigger of them, so they decided to limit the ways characters can enhance them (like the keen weapon and improved critical).

If for example an arcane golem was only immune to arcane and divine spells, it would be an easy encounter for a psychic caster and or course, this works both ways.

Of course that is not really how it would work on the table, arcane casters would just get some psychic magic items to deal their golems and vice versa.

The game as written, and published doesn't benefit from this distinction, it will already be quite annoying for a psychic character playing older adventure paths and only finding arcane and divine scrolls, even if he has all those spells on his spell list.

Silver Crusade Star Voter 2015

I played the adventure, before the occult playtest was a thing, so obviously I can't do that, but since I happen to own it..

Level 3 Kineticist has a 4 in 5 chance to hate the first encounter, and there are plenty of other encounters where the class has serious problems.

A small number of season 6 scenarios have enemies with hardness 10 and that really cripples the class in the lower tiers, and since scenarios have a reputation of being lousy with swarms...

Silver Crusade Star Voter 2015

Curaigh wrote:

I have only read it, never seen one played or even built. But I can see 1 and 5 applying by the complexity of classes involved. The brawler is monk and fighter combo. The animal companion uses druid mechanics. Wild child also get hunter tactics and uses mechanics from a ranger archetype. While someone could get a monk/fighter/druid/ranger/hunter with multiclassing, this archetype would not suffer the level penalties multi-classing hopes to balance. Personally I see the dirty tricks making a animal companion much more powerful/complicated, but playtesting one may change my mind on that.

Sebastian, power is not everyone's primary goal for playing. Obviously its not the OPs concern (that would be flavor).

Flavor-wise I think there are plenty of reasons for wild children to be allowed. It is almost the definition of 'field agent.' But then again this flavor could be used for druids, hunters, ranger, summoners, wizards, & witches. That is just limiting this character background to 'I was raised by this pet...'

EDIT: I think the 'report' can be accomplished even if one can't write. Earthlings did it for thousands of years just with oral traditions.

Look I very much in favor of giving players the tools to make the character they want, but if an option gives up a very versatile class feature for.. not very much actually, this usually raises the question of some obscure broken combo.

And if the description is the draw here, any druid can use that particular trope, I suspect someone wanted to prevent players from using the fluff text as an excuse to do stupid things. "My character doesn't know any better ...." but frankly I see no reason to keep it banned.

I think if the mighty barbarian or druid wants to join the society, chances are that most venture captains would just give him/her a secretary, or a picture book.

EDIT: And give him plenty of red to document all the blood and all those fires...

Silver Crusade Star Voter 2015

nosig wrote:
Sebastian Hirsch wrote:
Meadow lark wrote:

oh a few things chatted to my VL and VO about this

1) not illegal just a weird idea
2) not rincewind, Rincewind would actually have low Wisdom, he could cast spells he was just a dull person, which is wisdom not intellect (ie socially inept)

but I am liking the builds lol.

Yeah, the reason why we mentioned Rincewind, is that he was a wizard, that could not prepare spells. Of course the Discworld magic system is pretty complicated, but seems to be based on the vancian system.

In game terms, the wizard class doesn't really work to create a character like this, especially, since his dumpstat is likely to be strength. Some sort of bard would be ideal, since Rincewind has decent bluff, diplomacy, knowledge and linguistics skills.

Matter of fact is, that Rincewind would not join the Pathfinder Society, since to be honest, plot armor is the only thing that is keeping him alive.

wouldn't he just be working in the Scrolls section of the Grand Lodge - and not doing any field work?

That would be preferable, but unfortunately when someone is "the" expert in a particular field, they would send him.

But your argument actually supports the point of view, that such a character would quite likely never be send on a mission with other Pathfinders unless it was vital... an that is pretty much NPC territory.

Grey_Mage wrote:
nosig wrote:
Sebastian Hirsch wrote:
Meadow lark wrote:

oh a few things chatted to my VL and VO about this

1) not illegal just a weird idea
2) not rincewind, Rincewind would actually have low Wisdom, he could cast spells he was just a dull person, which is wisdom not intellect (ie socially inept)

but I am liking the builds lol.

Yeah, the reason why we mentioned Rincewind, is that he was a wizard, that could not prepare spells. Of course the Discworld magic system is pretty complicated, but seems to be based on the vancian system.

In game terms, the wizard class doesn't really work to create a character like this, especially, since his dumpstat is likely to be strength. Some sort of bard would be ideal, since Rincewind has decent bluff, diplomacy, knowledge and linguistics skills.

Matter of fact is, that Rincewind would not join the Pathfinder Society, since to be honest, plot armor is the only thing that is keeping him alive.

wouldn't he just be working in the Scrolls section of the Grand Lodge - and not doing any field work?

Only if they were being filed in room 3b. Don't worry if you don't understand. It's an unseen university thing.

Rincewind actually has a decent wisdom IMO. He is wise enough to realize the truth. He's a sub-par lackluster wizard in a world where things eat you and the answer to any problem is answered with the word "run", and when? is always "as early as possible". After all, a man can outrun a horse over short distances given a head start.

If someone brought this to my table I would allow it. Since he doesn't have a pet mimic following him around (like the Rincewind of fame) his life expectancy will likely be measured in turns or rounds, depending on my dice rolls.

Worst case scenario: His tombstone will adorn my GM screen as a warning to others in the future...

Impossible, with all those lectures, he would not have the time for proper filing, and he is still supposed to sort the rock collection. ^^

And to be fair, GMs and have to accept quite a lot, this issue is a little bit more relevant when it comes to the other players, after all this could end up killing their characters.

---------------

And on the "he just wants to roleplay" front, GMs are allowed to reward/punish a particular good/bad player performance with a +2/-2, but this doesn't prevent the player actually rolling diplomacy.
You could be an oratory genius with real life diplomacy to broker a peace in the middle east, but if your character only has a skill modifier of +2...

Silver Crusade Star Voter 2015

Yeah, from a gameplay perspective, the archetype doesn't gain anything that seems overpowered or disruptive. So yeah it, apparently has something to do with the flavor part.

But frankly why do you want this so much? The archetype doesn't seem that great to me, and giving up wild shape is a major loss in power.

Silver Crusade Star Voter 2015

Meadow lark wrote:

oh a few things chatted to my VL and VO about this

1) not illegal just a weird idea
2) not rincewind, Rincewind would actually have low Wisdom, he could cast spells he was just a dull person, which is wisdom not intellect (ie socially inept)

but I am liking the builds lol.

Yeah, the reason why we mentioned Rincewind, is that he was a wizard, that could not prepare spells. Of course the Discworld magic system is pretty complicated, but seems to be based on the vancian system.

In game terms, the wizard class doesn't really work to create a character like this, especially, since his dumpstat is likely to be strength. Some sort of bard would be ideal, since Rincewind has decent bluff, diplomacy, knowledge and linguistics skills.

Matter of fact is, that Rincewind would not join the Pathfinder Society, since to be honest, plot armor is the only thing that is keeping him alive.

Silver Crusade Star Voter 2015

andreww wrote:

Once again, you might do sort of OK at level 1 but what is your plan at 3rd, 5th, 7th or god forbid 10-11. Do you think it is fair or reasonable to turn up at an unsuspecting table at a Con with an Int9 level 10 wizard to pretty much any 7-11 scenario? Why should the rest of the table be forced to carry what is essentially dead weight unable to contribute in or out of combat? Why should the rest of the table take a real increased risk of death or scenario failure because you have decided to intentionally create an incompetent and hampered character where you have deliberately sabotaged their primary class feature. How in fact do you justify such a character ever being made part of the society in the first place?

This isn't about everyone having to be hyper optimised or GTFO. It's about actually coming to the table with a character which makes some degree of sense to the campaign.

Oh I agree, I just wanted to throw something together that could work as a base for something that might not be insane. I agree, that it is bad, but I didn't want to argue, that there is not possible build that would justify INT 9.

Silver Crusade Star Voter 2015

Well here is my take on the subject:

Stupid Elf:

Alrondo
Elf wizard 1
CN Medium humanoid (elf)
Init +4; Senses low-light vision; Perception +2
--------------------
Defense
--------------------
AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
hp 7 (1d6+1)
Fort +1, Ref +4, Will +2; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee dagger +4 (1d4+2/19-20) or
. . dagger +4 (1d4+2/19-20) or
. . dagger +4 (1d4+2/19-20) or
. . rapier +4 (1d6+2/18-20)
Special Attacks hand of the apprentice (3/day)
Wizard Spells Prepared (CL 1st; concentration +0)
--------------------
Statistics
--------------------
Str 14, Dex 18, Con 13, Int 9, Wis 10, Cha 12
Base Atk +0; CMB +2; CMD 16
Feats Spell Focus (divination), Weapon Finesse
Traits partial protege, unpredictable
Skills Acrobatics +1 (-3 to jump), Bluff +6, Perception +2, Stealth +2; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Common, Elven, Goblin
SQ arcane bond (rapier), elven magic
Combat Gear caltrops; Other Gear leather armor, dagger, dagger, dagger, rapier, backpack, bedroll, belt pouch, chalk (10), flint and steel, grappling hook, hemp rope (50 ft.), mess kit, mirror, piton (10), pot, soap, thieves' tools, torch (10), trail rations (5), waterskin, 64 gp
--------------------
Tracked Resources
--------------------
Arcane Bond (Rapier) (1/day) (Sp) - 0/1
Dagger - 0/1
Dagger - 0/1
Dagger - 0/1
Hand of the Apprentice (3/day) (Su) - 0/3
Torch - 0/10
Trail rations - 0/5
--------------------
Special Abilities
--------------------
Arcane Bond (Rapier) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Hand of the Apprentice (3/day) (Su) As a standard action, throw melee weapon (use Int instead of Dex) and instantly returns.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Partial Protege You are adept at disguising your true talents. You gain a +1 trait bonus on Bluff checks and on Use Magic Device checks made to emulate a class feature.
Spell Focus (Divination) Spells from one school of magic have +1 to their save DC.

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Alrondo was forced by his parents to attend wizard school, and while his parents connections allowed him to graduate... well ...

Now he trying to impress that elven rogue that works as a waitress in her free time, by trying to become a rogue, and while his choice of becoming an universalist seemed insane, it allows him to throw his weapon.

EDIT:Still pretty bad and doesn't scale.

Silver Crusade Star Voter 2015

The reason the archer pregen doesn't have precise shot at level 1, is that she will take it as a bonus feat at level 2.
And in any case, if she is lucky with initiative and position, she might be able to kill two enemies before they are in melee.

Silver Crusade Star Voter 2015

I know you put quite a lot of work into this, but frankly the adventure already has plenty of relevant NPCs and at that point in the adventure the players already have 4 of them.

Sorry to be so blunt.

Silver Crusade Star Voter 2015

Undone wrote:
Quote:

I do not understand the bolded part...

If a player is using an Iconic in a scenario, and it dies, the player is allowed to assign that game ("the sheet") to a new PC number (sort of to "avoid death"... is that what you are saying that a player should NEVER do?

Yes.

Death is already cheap enough in society play.

It should be assigned a character number at the start of the session.

That rule would punish people who bite a bullet and play a pregen even if they would really prefer to play their real character.

If you end with a table of 3 Barbarians and you, and play a pregen Bard to help the group... should it really kill your character if Lem dies? Especially if your original character would have survived, and might even have enough treasure to sell of to get a raise dead (which the pregen likely doesn't have).

Chances are, that if this were to happen, PFS loses a player.

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