Paizo Top Nav Branding
  • Hello, Guest! |
  • Sign In |
  • My Account |
  • Shopping Cart |
  • Help/FAQ
About Paizo Messageboards News Paizo Blog Help/FAQ
Samurai

Shisumo's page

Goblin Squad Member. Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Card Game, Companion, Modules, Pawns, Roleplaying Game Subscriber. FullStarFullStar Pathfinder Society GM. 3,193 posts (10,809 including aliases). 1 review. 1 list. No wishlists. 5 Pathfinder Society characters. 21 aliases.


1 to 50 of 186 << first < prev | 1 | 2 | 3 | 4 | next > last >>
Andoran

1 person marked this as a favorite.
Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Card Game, Companion, Modules, Pawns, Roleplaying Game Subscriber

...or maybe you just make your hull out of something that bullets can't penetrate.

Which is likely the sort of thing you should be making your spaceship hulls out of anyway.

Andoran

9 people marked this as a favorite.
Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Card Game, Companion, Modules, Pawns, Roleplaying Game Subscriber
Werecorpse wrote:
The AP's started off as being fairly standard fantasy exploration discovery stories but it seems like for some time this has been the exception rather than the norm.

Even if you just limit yourself to the ones published for the Pathfinder RPG specifically, you can get the "fairly standard fantasy exploration discovery" experience in Rise of the Runelords, Kingmaker, Serpent's Skull, Carrion Crown, and Shattered Star. If you're willing to toss in urban-based adventures, you can add Council of Thieves (and Curse of the Crimson Throne, if you're willing to include the 3.5 ones). And that's not even talking about things like Emerald Spire, when that finally comes around.

Altogether, about half of the adventure paths that have been published since Paizo went solo fall into the broad category of "fairly standard fantasy exploration discovery story." Yes, to a certain extent, this has been slanted somewhat away from that experience in the last few years - but that's because it's already been done. Several times. Paizo needs to keep breaking new ground so it doesn't stagnate. I suspect you will get your wish for the next AP after Iron Gods, and that's cool too! I love that kind of stuff! But I strongly suggest you prepare yourself for the reality that Paizo, and to all appearances the large majority of Paizo's fanbase, are looking to keep pushing those boundaries going forward.

Andoran

2 people marked this as a favorite.
Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Card Game, Companion, Modules, Pawns, Roleplaying Game Subscriber
Davick wrote:
Lamontius wrote:

If I see Umbral Lasers(TM) in the book after this I am going to be so mad

Well...

Since lasers are monochromatic, if Darkness only affected the visible spectrum, or some amount not all of it, one could make an infrared laser or ultraviolet ones that functions in a Darkness area. Perhaps dealing less damage or having some sort of variant effect.

Honestly, that's probably going to be the default anyway. UV lasers are much more likely to functional as weapons than lasers in the visible frequencies due to the higher energy levels. And we know that darkness only affects visible-spectrum light, because darkvision gets around it.

(Gods I love that I'm getting to have this kind of conversation on a fantasy RPG forum. I CAN'T WAIT FOR THIS BOOK)

Andoran

6 people marked this as a favorite.
Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Card Game, Companion, Modules, Pawns, Roleplaying Game Subscriber

Also... Valeros! I heard some people don't like your build! Well now, we can rebuild him! We have the technology!

Andoran

3 people marked this as a favorite.
Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Card Game, Companion, Modules, Pawns, Roleplaying Game Subscriber

Shisumo has played that series far, far more than he ought to admit. (Having 100-percented all three games on Xbox, he is now working on getting platinums on all three PS3 versions...)

Andoran

3 people marked this as a favorite.
Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Card Game, Companion, Modules, Pawns, Roleplaying Game Subscriber
Liz Courts wrote:
Oceanshieldwolf wrote:
Think of the children!!!
We have. We think they'll enjoy their new Overlords as they compute pi.

Clearly, Paizo enjoys the sight of humans on their knees.

(That was a joke.)

Andoran

4 people marked this as a favorite.
Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Card Game, Companion, Modules, Pawns, Roleplaying Game Subscriber

AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

Muppet arm flail

AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA


1 person marked this as a favorite.

5 Pharast, 4714 – the Day of Bones

Spring in Osirion means something different than it does in many other places in the Inner Sea region. Here are not the changeable storms or slow regeneration of new growth of more temperate climes. The relentless Osiriani sun is not pacified by the season. Here, spring means one thing only: flooding. The raging rivers savage the fields built along their banks and in return bring new soil, fresh earth from which another year's harvest will grow.

This year, though, the floods are not simply the waters of the Crook, Asp and Sphinx Rivers rising, and the harvest is not solely that of barley or corn. Today, in the city of Wati, the Half-Dead City, the floods are also adventurers, men and women pouring in from across the world to participate in the opening of the Wati Necropolis, and they plan to reap the rewards of relics and knowledge long-lost within the dusty tombs. With the solemn progression of the newly dead that marks every Day of Bones now complete, the Sunburst Market square situated before the Grand Mausoleum of Pharasma fills with adventuring groups and curious onlookers awaiting the beginning of the necropolis’ exploration.

There is a festival-like quality in the air, and numerous street vendors are hawking goods and refreshments to participants and spectators alike. Some merchants have even brought what can only be considered adventuring gear to sell as last minute convenience items to explorers, while others advertise that they’ll buy recovered treasures and antiquities from those who visit their establishments.

In front of the imposing edifice of the Grand Mausoleum, an immense awning has been erected between decorated pillars in the market to provide shade for the priests of Pharasma overseeing the lottery that will determine which groups receive permission to explore which parts of the necropolis. Beneath the awning, two urns sit atop a table elevated a few feet above the ground on a wooden stage constructed for the event. The high priestess of the Grand Mausoleum, Sebti the Crocodile, sits behind the table, while two acolytes confer with her at either side.

Numerous adventuring groups stand in small clusters near the stage, made up of multiple nationalities and races. Most keep to themselves, but some teams engage in quiet conversation with other teams, mostly speculating about what they’ll likely face in the necropolis.

A little bit of background that you are all aware of:
In –1608 AR, Pharaoh Djederet II ordered the construction of a grand city to mark the birthplace of the Osirion’s greatest natural resource: the River Sphinx, springing from the confluence of the Asp and the Crook. With its early foundations magically laid by the church of Nethys, the city sprang to life within just a year. Named Wati, the riverside town soon dominated trade across southern Osirion. Hardwoods and spices from Katapesh and the Mwangi Expanse bound for Sothis, and manufactured goods and luxuries from the nations surrounding the Inner Sea bound for Osirion’s southern territories, all paused long enough in Wati’s warehouses and markets to make its citizens famously wealthy. For centuries, Wati endured through political upheaval and the births and deaths of entire dynasties as it dominated its younger sister cities of An and Tephu.

But Wati’s destiny was forever warped in 2499 AR, when the cult of Lamashtu unleashed a terrible disease called the Plague of Madness on the city of Wati. More than 60 percent of the city’s population perished in the streets and in their homes, and Wati was virtually abandoned for over 450 years. In 2953 AR, the church of Pharasma returned to Wati and established a new temple in the city’s ruins called the Grand Mausoleum. Walling off much of the original city, the Pharasmins transformed the abandoned settlement into an enormous necropolis, consecrating it in honor of the city’s dead. Over the next 1,700 years, people returned to rebuild a new city adjacent to the old one, and today the living city of Wati is more than three times the size of the old city.

Seven years ago, Pharaoh Khemet III, the Ruby Prince, formally opened Osirion’s ancient tombs and burial sites to foreign explorers. Khemet III understood that adventurers who’ve traveled great distances in search of treasure typically do not return from whence they came to sell their discoveries. Instead, they typically sell or trade what they do not keep as quickly as possible at the closest civilized community with an economy strong enough to absorb an influx of valuable antiquities. The Ruby Prince’s policy has attracted not only explorers to the desert nation of Osirion, but also countless scholars, private collectors, special interest groups such as the Pathfinder Society, and financial interests from all across the Inner Sea. A minor industry has sprung up just to support visiting explorers, and an even larger infrastructure has come into being to serve foreign investors and traders. Every opening of a major site has heralded an economic boom, for the local area and Osirion as a whole.

Unlike many of Osirion’s tombs and graveyards, however, the necropolis of Wati has remained largely untouched, in no small part because of local taboos and the protection of the Grand Mausoleum’s priests. But Khemet III has now ordered the local authorities and church of Pharasma to open Wati’s necropolis to exploration for the purpose of discovery, study, and economic stimulus. As you can imagine, the church of the Lady of Graves is not fond of this idea, but Khemet III gave them little say. He offered them only two choices: cooperate, and be allowed to set ground rules and provide guidance to the explorers, or refuse, and be shut out of the process entirely. Thus, the lottery came into being.

The priests of the Grand Mausoleum have decided on the lottery to distribute access to the tombs to make the process impartial and subject to the dictates of fate, in keeping with Pharasmin religious tenets. The church has mapped the necropolis and designated selected sites within it for exploration, dividing them into three pools, from the smallest and simplest of structures to the largest and potentially most complex. Each party of explorers is assigned three sites, one at a time, so that a group must complete its exploration of one site before gaining access to another.

This process wasn’t intended to simply be arbitrary. The church also seeks to avoid conflict between groups within the necropolis, the neglect of smaller sites in favor of those that might contain more wealth, and bribery and backroom deals with local officials to gain access to specific structures researched in advance. The Grand Mausoleum is dedicated to remaining neutral throughout the entire affair.

Pushing through the crowd, you join the other groups of adventurers awaiting the lottery's beginning, and discover that even among this cosmopolitan gathering, an assortment of beings such as yourselves draws a great deal of attention.

Andoran

2 people marked this as a favorite.
Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Card Game, Companion, Modules, Pawns, Roleplaying Game Subscriber

I have to admit I'm a little surprised no one's asked this yet, but what does God need with a starship?

Andoran **

1 person marked this as a favorite.
Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Card Game, Companion, Modules, Pawns, Roleplaying Game Subscriber
Unklbuck wrote:
Maybe and Option of one of the following: Combat casting, Extra Rounds of Bloodsong, Toughness, or something similar.

Arcane Strike seems like it would be a very good thematic fit...

FYI, at the moment, the Additional Resources page doesn't say anything about what happens to the skald's illegal feat. One can reason out that it is lost based on the fact that it's illegal in the campaign overall, but a tweak to the document seems like it would be a good idea.

Andoran

6 people marked this as a favorite.
Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Card Game, Companion, Modules, Pawns, Roleplaying Game Subscriber

Oh gods. Nick Logue is going to send tentacle aliens to mindprobe us all... IN OUR MINDS.

And I will pay you to have it happen.

...where did I go so wrong...?

Andoran

3 people marked this as a favorite.
Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Card Game, Companion, Modules, Pawns, Roleplaying Game Subscriber

The thing about gnolls and puns is true, though. I had a beer with one at a bar in Katapesh and told him about the Qadiran mathematician who began making moss-based undergarments; he'd invented algae bra, y'see? The dude blinks at me for a second, then says, "Yeah, that's an old one where I come from. I guess you could call it part of the 'gnoll set.'"

And then he started laughing like... well, a hyena.

I made him buy the next round.

Spoiler:
Weird coda to this story: I heard later that the mathematician had to close down his shop, because the bras kept causing these huge disruptions at high society parties. Apparently algae break functions.

Andoran

1 person marked this as a favorite.
Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Card Game, Companion, Modules, Pawns, Roleplaying Game Subscriber
Mikaze wrote:
Judy Bauer wrote:
Mikaze wrote:
From River Into Darkness and Bastards of Golarion, we've yet to see any artwork for the Ekujae elves that actually gave them dark skin. Right now the most suitable artwork for an Ekujae character is actually the portrait for the Animal Lord from the Bestiaries.
There's also Asweya Stiyo from Towns of the Inner Sea (page 51)—she's is half-Ekujae, half-Garundi. But yeah, it's an issue we're wrestling with.
Gah! I knew I was forgetting someone! Sorry for jumping the gun there. And thanks for that entry by the way! :)

If you pick up PFS scenarios, Destiny in the Sand, Part I has a gorgeous Garundi half-elf. (Unless she's recycled from somewhere?) Her skin tone is light, but her features and facial structure are right, at least.

Andoran

1 person marked this as a favorite.
Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Card Game, Companion, Modules, Pawns, Roleplaying Game Subscriber

Well, Nethys actually was Osiriani before his ascension, so...

Andoran

1 person marked this as a favorite.
Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Card Game, Companion, Modules, Pawns, Roleplaying Game Subscriber

Hunh. This awesome PDF just showed up in my cart. Better take a look...

(is blasted by mythic power, experiences ascension)

Hunh. That was cool.

Andoran

2 people marked this as a favorite.
Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Card Game, Companion, Modules, Pawns, Roleplaying Game Subscriber

It's a Girdle of Opposite Sex anyway. A Girdle of Opposite Gender would, arguably, be a much nastier thing to deal with, in terms of the dysphoria it could potentially cause.

Andoran

1 person marked this as a favorite.
Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Card Game, Companion, Modules, Pawns, Roleplaying Game Subscriber

The Free RPG Day module also seems to show the warpriest and swashbuckler iconics...

Andoran

3 people marked this as a favorite.
Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Card Game, Companion, Modules, Pawns, Roleplaying Game Subscriber

There is a case to be made that customers who are quite literally threatening to quit over the errata to one feat in a non-core book aren't worth trying to keep.

Andoran

1 person marked this as a favorite.
Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Card Game, Companion, Modules, Pawns, Roleplaying Game Subscriber

The odds of getting at least one nat 20 in 3 attacks is 1-(.95)^3, or .142625. So, in three attacks from a monster that could only hit a target on a nat 20, there would be a 14.2625% chance of a hit getting through. Obviously ~14.3% is better odds than 10.2%.

Andoran

1 person marked this as a favorite.
Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Card Game, Companion, Modules, Pawns, Roleplaying Game Subscriber
Rynjin wrote:
RJGrady wrote:
So the fighter in full plate is supposed to be concerned the basilisk is biting him? Being hit an average of 0.3 times a round by a manticore with no favorable bonuses is "immune?"
The word used wasn't immune. It was "virtually unhittable". And remember, this is a lowball estimate. No Ring of Protection or Amulet of Natural Armor. No Magic Armor or shield. No buffs.

If the monsters in question need a 17+ to hit (which is about average for a CR 5 monster against an AC 27), then it's worth looking at the number of attacks they get too. A "typical" CR 5 monster has 3 attacks at that level (the ones of your sample that don't - the basilisk and the phase spider - are more limited because their primary attacks are exceptionally powerful for reasons that have nothing to do with their attack bonuses). So with three attacks at a 20% success rate, the odds of hitting at least once in a full attack are 48.8%. That's not "virtually unhittable."

However, to get past a pre-errata Crane Wing, such a character would need to be hit at least twice - and the odds of that are only 10.4%. That's actually more protection than a character who could only be hit on a nat 20 would have.

Andoran

1 person marked this as a favorite.
Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Card Game, Companion, Modules, Pawns, Roleplaying Game Subscriber
ZanThrax wrote:
Shisumo wrote:
ZanThrax wrote:
So, as written, with our without the errata, the Myrmidarch only works with light or one handed melee weapons that can be thrown.
I'm rather partial to the idea of a myrmidarch with a sword cane pistol myself.
Interesting notion. Can a magus get a cane pistol down to a free action reload?

Sure. Rapid Reload (sword cane pistol) and alchemical cartridges, just like anyone else. Heck, myrmidarch and bladebound are compatible archetypes - you could even have a sword cane pistol that was a black blade if you wanted to.

EDIT: Technically, the mechanically superior option would probably be the axe musket. But I don't think it has the same amount of style as the sword cane pistol. Your mileage may vary.

Andoran

2 people marked this as a favorite.
Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Card Game, Companion, Modules, Pawns, Roleplaying Game Subscriber
Scavion wrote:
Kudaku wrote:
Master of Many Styles is the primary reason why Crane Wing is considered broken and was also published in Ultimate Combat - was that 'errataed' by any chance? I can't access the PDF at the moment.

Of course not. Why take a scalpel to something delicate as game balance with what you could do with a Hacksaw?

But yes. Master of Many Styles is the primary reason why Crane Wing was so good.

You have that backwards. Crane Wing was the primary reason Master of Many Styles was so good.

No one was ever saying, "You can dip MoMS to grab Dragon Fury."

Andoran

1 person marked this as a favorite.
Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Card Game, Companion, Modules, Pawns, Roleplaying Game Subscriber

If I were making a PFS legal halfling swashbuckler, I'd have a statline that looked like this after racial modifiers: Str 13, Dex 17, Con 12, Int 10, Wis 8, Cha 16. Feat would be Power Attack, I'd get the swift-footed racial option, and I'd probably grab Lessons of Chaldira for one of my traits. But that gives you a standard attack of +4 for 1d4+3 (18-20), which is admitted not amazing but is at least going to drop a goblin warrior on an average roll...


1 person marked this as a favorite.

Natalya blinks. "You're going in there?"

After a few moments' frowning consideration, she gives a small shrug. "Guess it doesn't matter much now. The Tower Girls number a bit over two dozen, all together, and they're mostly just Varisian girls with good climbing and sneaking skills. I was the only one with magic in the group, and for the most part the Girls prefer ambushes when they have to get into fights. That doesn't mean you don't need to be careful, though. Ayala... well, Ayala's a wererat. And she's turned some of the other Girls, her closest allies, into wererats too. I'm not sure how many, but I'd be careful there. And bring silver.

"As for the Crow," she continues, "the only way in is by boat, and you'll be seen as you come in unless you row out at night or in the fog or something. Once you get to the piling itself, though, we've already explored and dealt with a lot of the traps and beasts that were there, so you'll only be worried about the Girls themselves and whatever traps they might have set up since I left. There's a little landing, basically a dock, where you can moor your boat, and then you'll be heading through a small group of rooms into the Crow itself. At the back of the rooms is a stairwell. Goes up a good couple hundred feet, to a another complex just short of the piling's apex. You'll need to climb out on a platform we rigged over the bay for a short bit, and then look for a trapdoor in the ceiling - we had a hook we were using to pull down the door from the platform, and I assume it's still there. Climb up into the trapdoor and there's a low tunnel that takes you deeper in.

"There's another set of rooms when you get through the tunnel - when I was there, that's where we had our 'guard post,' if you want to call it that, set up. Get through it, and there's a set of stairs that take you down about fifty feet to the 'main floor,' I guess you could call it. Three wings on that floor. As you come off the stairs, the wing to the left is the dormitory, the wing straight ahead is mostly storage, and the wing to the right is our 'common room' and the stairs down to Ayala's chambers. That's another fifty feet down, but it's also where I found the shard and the clockwork, and it's also where the only door we hadn't gotten open yet is. The door we couldn't open is made of some kind of special metal that burns when you touch it; it's magically locked, too. The shard was in a small hidden chamber inside Ayala's personal rooms; I closed the door behind me, but it's on the east side of the room, on the wall just opposite Ayala's sleeping space."


1 person marked this as a favorite.

Mandali replies, "I will permit no harm to come to her, Pathfinders."

For her part, Natalya remains facing the wall, but after several long moments of silence, she starts speaking. "After we got kicked out of the camp of the Wreckwash Blades last month, the Tower Girls wandered around the city a bit, grabbing space from Fenster the Blight for awhile before our leader, Ayala Javeski, found us a new place to hide out: inside the Crow, one of the pillars of the Irespan. There's an access from the bay, so we just sailed over there and started moving in.

"That's when I went to the Pathfinders. I knew there'd be things in a Thassilonian ruin like the Irespan that the Pathfinders would want to know about - things they'd probably pay a pretty copper for." She stops, then give a bark of laughter, devoid of any mirth. "Wasn't wrong about that, was I." She pauses then for another long moment before continuing.

"Anyway, we started exploring the Crow. I was leading most of the explorations, on my own or with a few of the other Girls; Ayala mostly just wanted to make sure we weren't going to get eaten by shriezyxes. After we'd been there for maybe a week, I found something. A skeleton, in one of the rooms I was exploring by myself. It had... that shard in its hand.

"I don't know how to explain it. Holding it... felt like power. I know that sounds melodramatic and cliché, but it's true. I felt like I could do anything, that I was better than everyone. I was going to take over Magnimar, all of Varisia, maybe even the entire world. And it didn't feel insane - it felt possible. Real. Inevitable, really.

"And now it's gone. And I kind of want to throw up. And I kind of want to hold it again."

Andoran

1 person marked this as a favorite.
Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Card Game, Companion, Modules, Pawns, Roleplaying Game Subscriber
Cheapy wrote:
Does anyone know which feats were causing the design team to look at the counterspelling exploits again?

Parry Spell was the big one, I think.

Andoran

1 person marked this as a favorite.
Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Card Game, Companion, Modules, Pawns, Roleplaying Game Subscriber

I already own the basic version, and yet... and yet...

Andoran

1 person marked this as a favorite.
Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Card Game, Companion, Modules, Pawns, Roleplaying Game Subscriber

So I decided to speed-run through as much of RotRL as I could get through before the playtest ends using two groups of ACG-only characters. I divided the ten classes into two groups, Group A and Group B; Group A was, to a certain extent, the "civilized" classes - arcanist, hunter, investigator, swashbuckler and warpriest - while Group B was the "savage" classes - bloodrager, brawler, shaman, skald and slayer. (I know it's a fuzzy set of categories at best; work with me here.) This thread deals with Group A.

The PCs are all 15 point buy, using core-only races and no special char-gen rules, including the absence of traits. Each PC had the class' average amount of gold to start with, and received PFS-standard hit points at each level. Here's how they looked before the game began:

Alice
Female elf arcanist 1

Spoiler:
CN Medium humanoid (elf)
Init +6; Senses low-light; Perception +4

------------------------------------------------------------------------
DEFENSE
------------------------------------------------------------------------

AC 12, touch 12, flat-footed 10
(Dex +2)
hp 8 (1d6+2)
Fort +1, Ref +2, Will +3; +2 vs enchantments
Immune magic sleep

------------------------------------------------------------------------
OFFENSE
------------------------------------------------------------------------

Spd 30 ft.
Melee rapier -1 (1d6-1, 18-20/x2)
Ranged light crossbow +2 (1d8, 19-20/x2)
Special Attacks blood focus 3/day, elemental ray 6/day (+1)
Spells Prepared (CL 1st, touch -1, ranged touch +2, concentration +4):
1st (3/day) - color spray (DC 14), mage armor
0 - acid splash, daze (DC 13), detect magic, read magic
Bloodline Elemental (Air)
Focus School Illusion

------------------------------------------------------------------------
STATISTICS
------------------------------------------------------------------------

Str 8 (-1), Dex 15 (+2), Con 12 (+1), Int 17 (+3), Wis 12 (+1), Cha 10 (+0)
Base Atk +0; CMB -1; CMD 11
Feats Improved Initiative
Skills Appraise +7, Knowledge (arcana) +7, Knowledge (planes) +7, Perception +4, Spellcraft +7 (+9 to identify magic items); Racial Modifiers +2 Perception
Languages Celestial, Common, Draconic, Elven, Sylvan
SQ elven magic
Combat Gear none; Other Gear rapier, light crossbow and 10 bolts, backpack, bedroll, flint and steel, rations (x3), spellbook, spell component pouch, torch (x2), waterskin, 1 gp
Spellbook 0 – all; 1st – color spray, enlarge person, expeditious retreat, mage armor, magic missile, sleep



Helen
Female half-orc hunter 1
Spoiler:
LN Medium humanoid (human, orc)
Init +1; Senses darkvision 60 ft.; Perception +6

------------------------------------------------------------------------
DEFENSE
------------------------------------------------------------------------

AC 16, touch 11, flat-footed 15
(armor +4, Dex +1, shield +1)
hp 10 (1d8+2)
Fort +3, Ref +3, Will +2

------------------------------------------------------------------------
OFFENSE
------------------------------------------------------------------------

Spd 30 ft.
Melee scimitar +3 (1d6+3, 18-20/x2)
Ranged javelin +1 (1d6+3, 20/x2)
Special Attacks animal focus 1/day
Spells Prepared (CL 1st, touch +3, ranged touch +1, concentration +3):
1st - faerie fire, magic fang
0 - detect magic, read magic, stabilize

------------------------------------------------------------------------
STATISTICS
------------------------------------------------------------------------

Str 17 (+3), Dex 12 (+1), Con 13 (+1), Int 10 (+0), Wis 14 (+2), Cha 8 (-1)
Base Atk +0; CMB +3; CMD 14
Feats Endurance, Nature Soul
Skills Handle Animal +5 (+9 companion), Knowledge (nature) +6, Perception +6, Survival +8; Racial Modifiers +2 Handle Animal
Languages Common, Orc
SQ animal companion (large cat), beastmaster, shaman’s apprentice
Combat Gear flask of acid, flask of alchemist’s fire; Other Gear scimitar, javelin (x3), klar, leather lamellar armor, druid’s kit, 16 gp

Mountain Lion (Big Cat) Animal Companion
N Medium animal
Init +2; Senses low-light vision, scent; Perception +2

------------------------------------------------------------------------
DEFENSE
------------------------------------------------------------------------

AC 14, touch 13, flat-footed 11
(Dex +3, natural +1)
hp 14 (2d8+5)
Fort +4, Ref +6, Will +2

------------------------------------------------------------------------
OFFENSE
------------------------------------------------------------------------

Spd 40 ft.
Melee bite +2 (1d6+1, 20/x2) and 2 claws +2 (1d4+1, 20/x2)
Special Attacks rake (1d4+1)

------------------------------------------------------------------------
STATISTICS
------------------------------------------------------------------------

Str 13, Dex 17, Con 13, Int 2, Wis 15, Cha 10
Base Atk +1; CMB +2; CMD 15
Feats Toughness
Skills Stealth +7, Survival +6
SQ link, share spells, tricks (hunting general purpose, attack all enemies)

Ivan
Male half-elf investigator 1

Spoiler:
LN Medium humanoid (elf, human)
Init +2; Senses low-light vision; Perception +10

------------------------------------------------------------------------
DEFENSE
------------------------------------------------------------------------

AC 14, touch 12, flat-footed 12
(armor +2, Dex +2)
hp 10 (1d8+2)
Fort +1, Ref +4, Will +3; +2 vs enchantments
Immune magical sleep

------------------------------------------------------------------------
OFFENSE
------------------------------------------------------------------------

Spd 30 ft.
Melee rapier +2 (1d6, 18-20/x2)
Ranged sling +2 (1d4, 20/x2)
Extracts Prepared (CL 1st):
1st - cure light wounds, shield

------------------------------------------------------------------------
STATISTICS
------------------------------------------------------------------------

Str 10 (+0), Dex 14 (+2), Con 13 (+1), Int 17 (+3), Wis 12 (+1), Cha 8 (-1)
Base Atk +0; CMB +0; CMD 12
Feats Skill Focus (Perception), Weapon Finesse
Skills Craft (alchemy) +7 (+8 crafting alchemical items), Disable Device +7, Knowledge (arcana) +7, Knowledge (local) +7, Knowledge (nature) +7, Perception +10 (+11 finding traps), Sense Motive +5, Spellcraft +7, Stealth +7; Racial Modifiers +2 Perception
Languages Common, Elven, Giant, Goblin, Orc
SQ inspiration 3/day, trapfinding +1
Combat Gear sunrod (x2); Other Gear rapier, sling and 10 bullets, lamellar cuirass, alchemy crafting kit, backpack, bedroll, belt pouch, flint and steel, ink, inkpen, iron pot, mess kit, soap, trail rations (x2), waterskin, thieves’ tools, formula book, 6 gp
Formula Book comprehend languages, cure light wounds, disguise self, identify, shield

Sarah
Female human swashbuckler 1

Spoiler:
CG Medium humanoid (human)
Init +3; Senses Perception +4

------------------------------------------------------------------------
DEFENSE
------------------------------------------------------------------------

AC 16, touch 13, flat-footed 13
(armor +3, Dex +3)
hp 12 (1d10+2)
Fort +1, Ref +5, Will +0

------------------------------------------------------------------------
OFFENSE
------------------------------------------------------------------------

Spd 30 ft.
Melee rapier +2 (1d6+1, 18-20/x2)
Ranged shortbow +4 (1d6, 20/x3)
Special Attacks deeds (derring-do, opportune parry, recovery, riposte)

------------------------------------------------------------------------
STATISTICS
------------------------------------------------------------------------

Str 13 (+1), Dex 17 (+3), Con 12 (+1), Int 10 (+0), Wis 10 (+0), Cha 15 (+2)
Base Atk +1; CMB +2; CMD 15
Feats Combat Reflexes
Skills Acrobatics +6, Climb +4, Diplomacy +6, Perception +4; armor check penalty -1
Languages Common
SQ dual talented, panache (2 pts)
Combat Gear flask of acid, flask of alchemist’s fire, potion of cure light wounds; Other Gear rapier, shortbow and 20 arrows, studded leather armor, fighter’s kit, 10 gp

Warren
Male human warpriest of Gorum 1

Spoiler:
CG Medium humanoid (human)
Init +5; Senses Perception +2

------------------------------------------------------------------------
DEFENSE
------------------------------------------------------------------------

AC 16, touch 11, flat-footed 15
(armor +5, Dex +1)
hp 13 (1d8+5)
Fort +3, Ref +1, Will +4

------------------------------------------------------------------------
OFFENSE
------------------------------------------------------------------------

Spd 20 ft.
Melee greatsword +4 (2d6+4, 19-20/x2)
Ranged shortbow +1 (1d6, 20/x3)
Special Attacks minor blessings 3/day (strength surge +1, war mind)
Spells Prepared (CL 1st, touch +3, ranged touch +1, concentration +3):
1st - bless, divine favor
0 - detect magic, read magic, stabilize
Blessings Strength, War

------------------------------------------------------------------------
STATISTICS
------------------------------------------------------------------------

Str 17 (+3), Dex 12 (+1), Con 13 (+1), Int 10 (+0), Wis 14 (+2), Cha 8 (-1)
Base Atk +0; CMB +3; CMD 14
Feats Improved Initiative, Quick Draw, Toughness, Weapon Focus (greatsword)
Skills Heal +6, Knowledge (religion) +4, Spellcraft +4; armor check penalty -4
Languages Common, Shoanti
SQ spontaneous casting
Combat Gear scroll of cure light wounds; Other Gear greatsword, shortbow and 20 arrows, scale mail, cleric’s kit, 4 gp

Andoran

7 people marked this as a favorite.
Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Card Game, Companion, Modules, Pawns, Roleplaying Game Subscriber

It's also pretty cool when you get to use swift actions right after using immediate actions. In fact, it's so cool it's completely illegal.

Andoran

2 people marked this as a favorite.
Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Card Game, Companion, Modules, Pawns, Roleplaying Game Subscriber

Consume Spells tells us that the blast exploits should be worth roughly the same as a 1st level spell. Frankly, they aren't. Magic missile does more damage, doesn't require an attack roll or allow a save; burning hands (never anyone's top of the list for most-powerful 1st level spells) does more damage at any level above 1st and can hit up to 7 targets without requiring an attack roll; shocking grasp does require a melee touch attack, but does far more damage and doesn't allow a save. And I'm not even getting into snowball.

Requiring a touch attack and a save for so little damage and such weak debuffs (dazzled? really?) just makes them not worth the reservoir cost, let alone the action cost.

Andoran

1 person marked this as a favorite.
Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Card Game, Companion, Modules, Pawns, Roleplaying Game Subscriber
Squirrel_Dude wrote:
2. Sacred Weapon isn't worth the effort to take advantage of it. Just cast buff spells on yourself or allies. It's action investment is too high, for a reward so small, and a duration so short. Just use the weapon you want. I was worried, along with others that I would have to use my Scimitar with this to be effective. The Blessings I picked were actually more important.

I was initially really confused by this, and then I went back and reread your playtest, and now I think I understand. You were spending a standard action on using sacred weapon, weren't you?

It's a swift action. Does that help?

Andoran

1 person marked this as a favorite.
Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Card Game, Companion, Modules, Pawns, Roleplaying Game Subscriber
Axial wrote:

So not even did Milani have a halberd, she named it! What if I want to play a halberd-wielding warpriest of Milani so I can take advantage of Power Attack and Furious Focus? I can't!

What if I want to play a warpriest of Pharasma who wears a vulture-skull mask and wields a scythe in imitation of a Vanth Psychopomp? Or a warpriest with an undead bane disruption warhammer to better fight the undead who dare to defy the Lady of Grave's judgement? I can't!

What if I want to play a warpriest of Asmodeus who wields a glaive and wears a Barbazu's Beard in imitation of a Bearded Devil? I can't!

Well, first of all, you can, actually. You have martial weapon proficiency and 10 (11 if you're human) feats, plus bonus feats on top of that that have no requirement about which weapons they apply to. You're perfectly able to do so, even if it wouldn't be an optimal choice.

Secondly, however, you can play something else. You can play a cleric, or a fighter/cleric, or an inquisitor, or even a paladin if your deity allows for it. You are asking that the class be something it is currently not, and that is in fact the exact opposite of the way the dev team has suggested they are planning to head. You're asking why the paladin has to detect evil (what if I want to detect chaos instead?) or why the why the alchemist has to have extracts (that's too limiting! real spellcasting is the only choice!) - it might seem an "annoying" feature to you, but it's actually the core of the class. The warpriest is a specialist with the deity's favored weapon, and the dev team wants to make that more functional, not take it away.

Axial wrote:
Hopefully, Paizo will read the writing on the wall and get rid of this annoying class feature before the playtest ends.

Best of luck with that - but I would be prepared to be disappointed.

Andoran

2 people marked this as a favorite.
Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Card Game, Companion, Modules, Pawns, Roleplaying Game Subscriber

I think it might be more helpful if we approached the class from the standpoint that the warpriest is a specialized combatant specifically designed/trained to use the deity's favored weapon in combat, rather than thinking of it as a generic "fighter for a god" who is being "forced" to use that favored weapon.

I'm suggesting this because it seems unlikely that the dev team is going to set aside their basic concept for the class, so we might as well try to make the best version of that concept out there.

Andoran

1 person marked this as a favorite.
Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Card Game, Companion, Modules, Pawns, Roleplaying Game Subscriber
Temeryn wrote:
Shisumo wrote:
Zark wrote:
Only works on living creatures. You have any idea how common undeads are in any AP?

Also gone.

Also, the addition of buckler access means that Dervish Dance loses a bit of effectiveness vs rapiers.

This is true, but it is still definitely the best choice.

And don't forget, that as of now, if you aren't dervish dancing you should probably be maxing strength, which I am not too thrilled about either.

A Dex/Cha-based swashbuckler can make far better use of parry/riposte options to improve DPR in ways that DPR calculations can't easily handle. I'm not sure you should write off the "classic" build just yet. I'm planning to try that direction with my build when I playtest next week.

Andoran

1 person marked this as a favorite.
Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Card Game, Companion, Modules, Pawns, Roleplaying Game Subscriber

Per a clarification from Jason's Facebook page, the bloodrager should have Spellcraft as a class skill.

Andoran

2 people marked this as a favorite.
Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Card Game, Companion, Modules, Pawns, Roleplaying Game Subscriber
Diego Rossi wrote:

While the ability don't say it loud (and it is not really necessary to explain that), adding a magical enhancement still follow all the other rules about adding magical enhancements, included overlapping and not stacking with masterwork enhancement.

The magus arcane pool allow you to temporarily enchant a weapon, but you still follow all the rules about enchanting weapons.

The use of enhancement both for magical enhancements and masterwork enhancements can sometime create problems, but it is very easy to spot the difference, as enhancement without a specification is used for magical enhancements, while when the rules speak of masterwork enhancement they say masterwork enhancements.
The magus ability allow you to stack enhancements, not masterwork enhancements.

...

I don't think you're allowed to make up new rules in a discussion about RAW.

Andoran

2 people marked this as a favorite.
Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Card Game, Companion, Modules, Pawns, Roleplaying Game Subscriber

Android gunslinger. "COMMENT: Weapons technology lacking numerous key developments. I have crafted a rudimentary slugthrower to serve until adequate replacements can be acquired or constructed."

Andoran **

1 person marked this as a favorite.
Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Card Game, Companion, Modules, Pawns, Roleplaying Game Subscriber

Rather than banning weapon cords, wouldn't it be better to change what they do? That way we can address the action economy problem without negating the fundamental concept of "tying your weapon to your wrist so it's harder to lose" that, frankly, makes a lot of sense and should exist in the world.

I'd suggest switching it to "you may recover the weapon with a move action that doesn't provoke attacks of opportunity" (keeping the "won't go more than 5 ft away when dropped" part as well). That way it still has value, by preventing AoOs when recovering disarmed weapons, but doesn't break the action economy at all and the value is more in line with the cost. Poof! Problem gone, but verisimilitude maintained.

Andoran

1 person marked this as a favorite.
Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Card Game, Companion, Modules, Pawns, Roleplaying Game Subscriber
Sauce987654321 wrote:
Alexander Augunas wrote:
Sauce987654321 wrote:
If anyone could tell me what Feat of Strength does that would be great, since that's the last ability I wanted to know about (I don't know it's new name. It's universal path.)
Spend Mythic Power to add a +20 circumstance bonus on one Strength check or Strength-based check.
Does it still mention the carrying capacity part?

It does.

Andoran

3 people marked this as a favorite.
Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Card Game, Companion, Modules, Pawns, Roleplaying Game Subscriber
magnuskn wrote:
So, basically with Mythic rules you can tank like in an MMO? ^^

I'm just saying these abilities might better be judged in context than entirely on the basis of what's in a blog post.

Andoran

3 people marked this as a favorite.
Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Card Game, Companion, Modules, Pawns, Roleplaying Game Subscriber
The black raven wrote:

Invincible Stand is a waste of space IMO. Don't people ever learn ? There is a reason why the Defender style just does not work in PFRPG. Unless you have some ability that reliably forces your opponents to come and attack you, being stranded in a square equals being taken out of combat.

The "If you choose to move or are moved by another creature during this time, this protection immediately ends." clause is the final nail in the coffin. I cannot wait to face a NPC with this ability so that I can take it away by bull-rushing him. Or grappling and moving him. Maybe even tripping him could be considered making him move.

You're right. I mean, it might be different if there were other path abilities that allowed you to redirect any ranged attack directed at an ally within 30 feet to you instead of the ally, that increased your threatened range by 5 feet for the purposes of AoOs, that added your tier to the DC of any trip, bull rush, drag, or reposition maneuver made against you (and let you spend a use of mythic power as an immediate action to cause any such successful attempt to automatically fail anyway), and that caused any movement within your threatened area to provoke an AoO even if that movement would not ordinarily do so... but yeah. Totally a waste of space.

Andoran

5 people marked this as a favorite.
Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Card Game, Companion, Modules, Pawns, Roleplaying Game Subscriber

So, lemme get this straight: prominent NPCs in this module include both a half-orc born to a loving human/orc couple, a married lesbian couple, a half-orc paladin, and a trans character with actual gender dysphoria (now cured, thanks to magic)?

Did Mikaze, I dunno, win the lottery and buy Paizo or something?

Andoran

1 person marked this as a favorite.
Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Card Game, Companion, Modules, Pawns, Roleplaying Game Subscriber

Just getting into my read, but already I'm loving what I see...!

Andoran

5 people marked this as a favorite.
Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Card Game, Companion, Modules, Pawns, Roleplaying Game Subscriber
DM_aka_Dudemeister wrote:
Additionally I've found restriction breeds creativity.

Nuns fret not at their convent's narrow room;

And hermits are contented with their cells;
And students with their pensive citadels;
Maids at the wheel, the weaver at his loom,
Sit blithe and happy; bees that soar for bloom,
High as the highest Peak of Furness-fells,
Will murmur by the hour in foxglove bells:
In truth the prison, unto which we doom
Ourselves, no prison is: and hence for me,
In sundry moods, 'twas pastime to be bound
Within the Sonnet's scanty plot of ground;
Pleased if some Souls (for such there needs must be)
Who have felt the weight of too much liberty,
Should find brief solace there, as I have found.

Andoran

2 people marked this as a favorite.
Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Card Game, Companion, Modules, Pawns, Roleplaying Game Subscriber
magnuskn wrote:
- No support for non-good characters in the player's guide limits roleplaying variety. I don't say that the player's guide needs to encourage evil characters, but it should help with integration of non-standard roleplaying concepts for the AP, especially some of the more popular corner cases ( LN Asmodeans, for example ). This player's guide actively discourages any non-good characters, which, IMO, is not helpful.

This AP has always been presented as "the Good Guy AP," and every time the topic has come up, the developers have said, "Non-good characters are going to have trouble in this one." This is not the first time the PG has taken this tack, as well - remember all the, "But I want to play a paladin in Skull and Shackles!" threads? Paizo handled those pretty much the same way: "This isn't an AP for characters like that, so it's gonna be up to you and your GM to figure out how it's going to work, because the adventures will not be written with characters like that in mind." You may be disappointed that they didn't listen when you asked for advice, but I can't see how you should be surprised.

magnuskn wrote:

- The campaign traits are straightjackets in several different directions:

a.) VERY specific

This part is true...

magnuskn wrote:
and extensive backstories, which limits free character background creation significantly.

...but this part isn't. The traits all add a single detail to your character's history. That's it. Since I first started reading the complaints about the traits I have been trying to come up with character ideas I couldn't make work with the traits, and I have utterly failed. Hell, I've actually taken the one idea I've been most interested in playing - developed well before the PG came out - and worked all six into the character's history without changing any of the essential concepts, just to see if I could. I'd suggest trying to broaden your perspective somewhat, because the limitations are ones you're applying, not ones that the traits require.

magnuskn wrote:
b.) A VERY railroady way of forcing characters with similar focuses to share that extensivy backstory, also limiting freedom in character backgrounds. My group will have five melee characters, now all of them will have to share the same very specific background event? Where is the freedom in that?

Setting aside the issue of whether you're actually forced to have them share that event, so what if they are? Is there a meaningful difference between "you all met while being tortured in a cultist ritual" and "you all met because you happened to walk into the same pub at the same time?" Honestly, it might be a fun prologue to run for the PCs; it's at least more interesting than, "The barkeep hands you your ale, and then a fistfight breaks out..."

magnuskn wrote:
c.) Premature fixation of mechanical character development. Forcing a trait onto players which already fixes their mythic path for them is bad. Most players don't know mythic rules at all now, even I as a GM have only a vague idea of how they will work. This forced choice will cause many problems later down the line, because people will make mistakes. And this is not even to mention the many players I know who don't plan their characters beyond one or two levels into the future.

And here's the other reason why I'm having trouble with the whole "forced to share a trait" thing: nothing in the trait actually fixes their mythic path for them. The traits are associated with the paths, and each path enhances the trait associated with it, but that's it. Nothing in the traits or the rules presented in the guide prevents a leadership-oriented paladin who is deeply devoted to Iomedae from taking Touched by Divinity and still choosing the Marshal path when the time comes. As far as we know, all that would "cost" the character is the trait upgrade they would get for Touched by Divinity, and while I admit that I have no idea what that upgrade might be, I gotta say I'm having trouble seeing how it's likely to break the character mechanically.

And all of this is setting aside the reason why the trait events are so specific: because they give the PCs a background element that will then tie directly into the events of the AP. Frankly, I think a Riftwarden Orphan would be far more invested in the inevitable encounter where you get to find out who killed your real parents and deliver unto them a righteous and just beatdown than just, "oh, hey, it's a Blackfire Adept, ho-hum," killing it and moving on. I think the traits are perhaps the most exciting, just because I think those moments will be really fun to play through.


1 person marked this as a favorite.
Female Human (Vudrani) monk of the four winds 4 / paladin 8

"The snake does not understand good or evil. It is not good or evil," Asha replies. "And yet, you assume it deserves death for its mere existence, ignoring the good it might do you. You do understand good and evil both, and yes, I think we should hold ourselves to a higher standard than we do rats and snakes." She glares again at Poog. "He tried to kill you, it's true - but he failed, and so completely that he had no chance to succeed, now or later. You say those who sent him should think twice, but you denied him the chance to do that very thing. He might have repented, changed his course, perhaps even aided us somehow in finding his masters. Now he will do none of these things, whatever potential goodness he had in him lost for all eternity."

She shakes her head, looks away. "You didn't just kill him, Poog. You killed his hope."

Still avoiding the gaze of her friends, Asha heads for the door. "Finish your meals, then," she tells the others. "I need some fresh air, and I find I am suddenly not hungry."

Andoran

1 person marked this as a favorite.
Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Card Game, Companion, Modules, Pawns, Roleplaying Game Subscriber

sigh

Volume 44 of the Pathfinder Chronicles, from the Pathfinder Society Primer: "Published in 4707 AR, this volume is notable for the detailed account by Koriah Azmeren of her exploration of the Darklands. Her confirmation that the legendary drow were in fact real drove the elves of Kyonin — who had maintained the secret of the drow’s existence for millennia — to attempt to bribe the Decemvirate into recalling and altering the book. The Society didn’t relent, however, making the existence of dark elves a widely accepted fact within only a few years’ time."

Again: they aren't doing that anymore. The cat's out of the bag. It's over. Done.

Andoran

1 person marked this as a favorite.
Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Card Game, Companion, Modules, Pawns, Roleplaying Game Subscriber
Jiggy wrote:
Shisumo wrote:
Let's assume that there were a hypothetical PrC with a requirement "proficient with simple weapons." Would a commoner qualify for it?

What's that got to do with anything? If such a thing actually existed, it would establish precedent for rules interpretation. But it doesn't.

Your question is not about determining how the rules work; it's about trying to get the listener to think of the hypothetical situation as absurd, draw a correlation between the hypothetical and the real, then apply the same label of absurdity to the real issue, and then finally to accept that absurdity implies illegality. Except your belief in your hypothetical being absurd is an assumption rather than a fact, you have nothing to support the validity of the comparison, and then you rely on a fallacious assumption that whatever you find absurd must not be a valid interpretation of the rules.

In short: yeah, I agree it seems silly, but that's entirely irrelevant to determining whether or not that's how it currently works.

You mistake my point entirely. I'm not going for ad absurdum; I was noting that there is a distinction between having access to one specific game element of a certain class and having access to all game elements of that class. That's where the unacceptable logic leap comes from, for those who don't accept the idea that a single SLA qualifies you for a PrC that says "can cast spells of X level." A single, predetermined SLA of X level is not automatically equivalent to "can cast spells of X level," any more than "proficient with quarterstaff" is logically equivalent to "proficient with simple weapons."

ShadowcatX wrote:
Shisumo wrote:
Let's assume that there were a hypothetical PrC with a requirement "proficient with simple weapons." Would a commoner qualify for it?

If you look at the actual game you will see that any time multiple proficiencies are required the word all is used. Therefore your theoretical example can't happen. Example:

Quote:
Must be proficient with all martial weapons.

And yes, I am aware that PrCs involving weapon proficiencies specify "all" or a specific number. That's why we don't have arguments about weapon proficiencies for PrCs. The rules for what "being able to cast a spell" means, though, are far less coherent, and thus, we get these kind of disputes.

ShadowcatX wrote:
If "spells" is read to meant "multiple spells per day" Jiggy's example of wiz 5 / fighter 1 with 14 int. can't become an eldritch knight. If it is meant knowledge of multiple spells then a fighter 1 / sorcerer 6 doesn't qualify.

Sure - but as written, that's actually a completely valid interpretation of the rules. I'm not saying it's right, but I am saying it's as logically supported as the idea that being able to cast one spell is equivalent to being able to cast spells plural.

Andoran

6 people marked this as a favorite.
Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Card Game, Companion, Modules, Pawns, Roleplaying Game Subscriber

The problem there, though, is that Vic's right - we've already had a Paizo book with "Bastards" in the title, and no one seemed to flinch then. For that matter, as you yourself just pointed out, we've already got "bastard swords" in the game, and strangely no one seems bothered by those...

Andoran

1 person marked this as a favorite.
Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Card Game, Companion, Modules, Pawns, Roleplaying Game Subscriber

I liked that movie far more than it actually deserved.

But sure, that's a good enough hook for me.

1 to 50 of 186 << first < prev | 1 | 2 | 3 | 4 | next > last >>

©2002–2014 Paizo Inc.®. Need help? Email customer.service@paizo.com or call 425-250-0800 during our business hours: Monday–Friday, 10 AM–5 PM Pacific Time. View our privacy policy. Paizo Inc., Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, GameMastery, and Planet Stories are registered trademarks of Paizo Inc., and Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Online, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Inc. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Inc. under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.