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Elf Archer

Talon Stormwarden's page

Pathfinder Adventure Path, Campaign Setting, Companion, Maps, Modules, Roleplaying Game Subscriber. FullStar Pathfinder Society GM. 434 posts (435 including aliases). No reviews. No lists. No wishlists. 9 Pathfinder Society characters.


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Sovereign Court

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Spells require a target, as per the spell targetting rules. Physical attacks do not. Just because the feat Spring Attack uses the work "target" doesn't mean you all of a sudden switch to the spell rules for a physical attack. The word "target" is used throughout the rules, only when it is used in the context of a spell that has specific targets (see, even I did it) do you invoke the spell targeting rules.

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chbgraphicarts wrote:
>> Carry several Katanas with you; When you score a Critical Hit, leave them embedded in the enemy with Piercing Critical and Quick Draw a new one.

First, I'm assuming you mean Impaling Critical. If not, then ignore me. Why would you leave the katana in your enemy and quickdraw a new weapon? It doesn't do anything when you do that.

Impaling Critical wrote:
Benefit: Whenever you score a critical hit with the selected piercing melee weapon, you can impale your opponent on your weapon. While your opponent is impaled in this way, each time he starts his turn, you deal damage equal to your weapon’s damage dice plus the extra damage dice from your weapon’s properties. As an immediate action, you can pull your weapon out of your opponent. If your opponent is ever outside your reach, you must spend a free action to let go of your weapon or pull it out of him. Your opponent can also spend a move action to pull your weapon out. When the weapon comes out, your opponent takes damage as if starting his turn impaled. While you impale your opponent with your weapon, you cannot use it to attack, and you must hold on to it.

Note the bolded text. Once you let go of the weapon the 'impale' mechanic (that of doing extra damage at the beginning of the opponent's turn) ends. Though perhaps you just mean to hold onto it until your turn, so you get 1 instance of bonus damage without having to spend an immediate action to get your weapon back. Though you're losing your primary weapon in that case (and any use of Sacred Weapon that you've activated).

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UndeadMitch wrote:
Preston Hudson wrote:
It is one free reroll per session during a Pathfinder Society event. I understand that scenario was the only term put in under the Free Reroll section. At one of the locations I play/run, our we run two slots. If I run a module during that game night that runs both sessions, I will grant a reroll for the first session and one for the second that there are two sessions on that game night.
This is correct.

I would disagree. Going to come down on the side of Kevin Willis. Just because you split your module (or scenario for that matter) into 2 or 3 or 5 play sessions, you still only get 1 reroll.

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That's all correct, but why not just Empower for 1 less burn and equivalent damage? 1.5*(7*3.5+8+2)=51.75 avg damage.

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Dekalinder wrote:
I was thinking, and realized that bigger size really does not matter at all for kineticist, making small races like halfling or gnome that much more appealing for that sweet +1 hit and AC. I guess that's Toph secret.

Or getting Tiny, like with a Ring of Seven Lovely Colors!

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So I was pondering what magic items might benefit the kineticist, since the ones actually designed for it (from Occlut Adventures) are pretty expensive for what they do. It occurred to me I could pick up a wand of Reduce Person for to hit bonuses (size and dex boosts), and then I saw the 'Songbird of Doom' thread and realized the Ring of Seven Lovely Colors is awesome for a kineticist. Of course it doesn't have the crazy synergy as for the mouser builds, but for 4k a +4 to hit and AC plus flight seems like a heck of a buy.

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I'm looking for more damage for my telekineticist, so I had hoped you knew something I didn't. :)

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Chess Pwn wrote:
deadly aim?

That was my first thought, but it's not on the feat list, and if that was the case it would be +23 at 9th level (4 BAB for -2 to hit/+4 dmg).

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Mind if I ask how you got 5d6+21 as your blast damage? I'm assuming that's with 3 points of burn, which puts you at +3 to hit/+6 damage and pumps your dex/con to 22/25 as shown on the sheet. In which case the damage should be 5d6+5 base, +7 for Con, +6 for Overflow = 5d6+19.

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Catharsis wrote:
I always assumed Teles could use rubble, loose pebbles, coins, etc for their attacks. There's no lower mass limit on the object used, after all. Are Teles really expected to micromanage like that? You don't track the contents of a spell component pouch either, after all.

That's true (or at least that's how I read it and hope the PFS GMs I encounter read it).

However, my question was regarding kinetic blast/whip. To use them (with the aether element) you MUST be holding an object. To use ranged kinetic blasts optimally you must NOT be holding an object. This conflict only exists for aether.

I wondered if this was intentional or if the held object for blade/whip was perhaps only flavor and meant to be handwaved from a mechanics perspective.

All that said, it's not a HUGE problem. Spring loaded wrist sheaths solve it. Quickdraw solves it. Having to move into position (and drawing a weapon for free at the same time) can solve it, depending on the situation. It's however annoying to have to deal with it at all, given that the other elements don't.

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Mark Seifter wrote:
Talon Stormwarden wrote:
Mark Seifter wrote:
Talon Stormwarden wrote:

Mark, I'm loving the kineticist, especially aether.

I'm wondering about the intent of the extra requirement on kinetic blade and kinetic whip to be holding an object if used with aether. This means that any blade/whip focused aetherkineticist has to either carry an object around for use with those abilities and drop it if he wants to gather energy for a ranged blast, or else he walks around with free hands and then has to waste a move action to draw an object to use with blade/whip.

The other elements don't have this complication. Is this intended or is the extra requirement for blade/whip supposed to be merely flavor?

"The object held by a telekineticist for this form infusion doesn’t prevent her from using gather power."
Does that include gathering power for a ranged blast? My reading was that the clause you quoted would only be in effect while the kinetic blade was actually being used.
True. You could potentially drop that object and then throw it as your unattended object with the ranged blast, if you want to keep with the theme and not look silly dropping things.

Yeah, I think the answer is a pair of spring loaded wrist sheaths for swift action objects for use with whip/blade when needed. It's just a clunky interaction that is frustrating, made more so by the fact that the other elements don't have to deal with it.

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Mark Seifter wrote:
Talon Stormwarden wrote:

Mark, I'm loving the kineticist, especially aether.

I'm wondering about the intent of the extra requirement on kinetic blade and kinetic whip to be holding an object if used with aether. This means that any blade/whip focused aetherkineticist has to either carry an object around for use with those abilities and drop it if he wants to gather energy for a ranged blast, or else he walks around with free hands and then has to waste a move action to draw an object to use with blade/whip.

The other elements don't have this complication. Is this intended or is the extra requirement for blade/whip supposed to be merely flavor?

"The object held by a telekineticist for this form infusion doesn’t prevent her from using gather power."

Does that include gathering power for a ranged blast? My reading was that the clause you quoted would only be in effect while the kinetic blade was actually being used.

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Mark, I'm loving the kineticist, especially aether.

I'm wondering about the intent of the extra requirement on kinetic blade and kinetic whip to be holding an object if used with aether. This means that any blade/whip focused aetherkineticist has to either carry an object around for use with those abilities and drop it if he wants to gather energy for a ranged blast, or else he walks around with free hands and then has to waste a move action to draw an object to use with blade/whip.

The other elements don't have this complication. Is this intended or is the extra requirement for blade/whip supposed to be merely flavor?

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At Gencon our GM told us multiple times that the hashmarks weren't relevant to solving the puzzle, so we ignored them. Sadly that meant we took much longer to solve it.

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Richard McGuffin wrote:
I just want to clarify that nothing reduces the burn cost of Utility Talents, correct? Because otherwise Kinetic Healer would be infinite healing.

Correct, except for Internal Buffer (or the equivalent ability that the Overpowering Soul replaces it with).

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outshyn wrote:

First odd thing:

Quote:
Itephta is a young, mild-mannered Garundi man who listens attentively to the PCs and then asks Menkha about the relic sought by the Pathfinder Society. The Ouat leader [Itephta] confirms the relic’s presence within the monastery vaults, and says the Ouat monks are willing to part with it if Itephta so decides.

Actually, Menkha is the Ouat leader. The Ouat are a subsect of Dwarven monks at the monastery. Itepha is the leader of the monastery, but Menkha is the leader of the dwarven sect, who are the ones who are in possession of the Sky Key component.

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p-sto wrote:
You can totally rage and do non-lethal damage. The bigger question is should you do this in a low tier scenario. I've seen it happen more than once that a raging barbarian in a 1-5 scenario ended up killing with non-lethal damage.

I'm not sure I understand what you're saying. There are no situations in which non-lethal damage can be more deadly than lethal damage.

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It's nothing fancy, I assure you! Took about 30 minutes to input. Well worth the time and if someone else finds it useful then bonus. :)

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Myrryr wrote:
Talon Stormwarden wrote:
One of the first things I did when I started building my playtest kineticist was enter all of the wild talents in a spreadsheet, so I could sort and filter as desired. It's quite a useful tool.
I don't suppose you could post this awesome spreadsheet? Because I just started a lvl 1 telekin/psychic in a Kingmaker game...

Try this.

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One of the first things I did when I started building my playtest kineticist was enter all of the wild talents in a spreadsheet, so I could sort and filter as desired. It's quite a useful tool.

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What tier did you play? My understanding is that stat blocks for the NPC only existed for tier 7-8 and 10-11. If you played a tier below those your GM may have been doing you a favor. Though if the party wanted to engage her you should have been allowed to do so (again, just my impression from talking with GMs, I have not read the adventure.).

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I wanted to post a few clarifications for you. Nice synopsis though. :)

John Lynch 106 wrote:
Burn: Basically she can hurt herself to deal more damage. It cleverly uses nonlethal damage (a rarely used damage type) to disincentivize overcharging her wild talents. Taking the -4 to hit or using saps could definitely be worthwhile against a kineticist.

Actually, doing non-lethal vs lethal does not offer any benefit versus the kineticist (or any other foe). Both damage types contribute to knocking your foe unconscious, so there is no reason to take penalties or switch weapons to do non-lethal.

Quote:
Gather Power: If you give her time she can empower her blast to allow her to overcharge the wild talent without taking damage. Interesting. Seems like a pre-combat buff though. I'll have to look at the wild talents to see if it pays off. Oh, and insert an image here of goku or Ryu.

You can use Gather Power for more than just empowering, it can be used to reduce any burn on a blast (e.g. the cost of 2 high burn infusions can be offset by gathering power first). As for pre-combat buffing, you can do that as a full round action but remember that it is very loud and showy, it could spoil any surprise you would otherwise have.

Quote:
Internal Buffer: Great. You can now use gather power as an actual pre-combat buff and spend it at any point later that day.

The benefit of internal buffer is in saving it for the next day. If you use it the same day you haven't really gained anything. You've still taken 1 burn worth of NL damage in exchange for the normal benefits that burn gives. If you save it until the next day (by for instance putting burn in your buffer at the end of the adventuring day), the NL damage has gone away but you still get to spend the buffered burn for its normal benefits.

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Haha, the table I was playing at went something like this

Spoiler:
After dealing with the Harbingers nonviolently:

My slayer, acting first in the round: "I'll delay, see what the rest of the party wants to do, I'm fine killing her or talking to her."

2nd player to act: "Yeah, I'll delay too, I'm fine talking to her."

Goblin barbarian: "I'll hold too...(player pauses, looks thoughtful, then shakes his head) Nope, can't do it, I charge and leap over the pit. Bite attack!"

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I get that it's horrendously underpriced and (in my opinion) should be disallowed in PFS until the price is rectified, but I don't get the hype over the CHA bonus. It's 1/day for 10 minutes and hence only a temporary bonus. As such it will raise spell/channel DCs and skill bonuses, but it won't give bonus spells, Channel uses/day, etc.

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Chess Pwn wrote:
what is the bare minimum that needs to be on a paper to count as a "character sheet"?

I would say anything that you have to make a choice for should be on there. Nothing that can be calculated based on those choices would be required to be written down.

So let's see...race, class(s) and levels in each, deity, gender, alignment, faction, any alternate racial traits, ability scores, class option choices, skill ranks, feats, traits, all equipment, hit points (since that depends on your FCB choices).

I'm assuming you're asking because you want to fulfill the PFS requirement of a physical character sheet but you use an electronic tool of some kind to play from (Herolab, spreadsheet, etc).

As long as you can justify the things that Herolab (or whatever you're using) says using what's on the physical sheet, then you should be set.

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Markov Spiked Chain wrote:

Are there any PFS guidelines for what or how you're assumed to prep before you show up for a mission?

I specifically want to know about Mediums now that they're legal. Are you assumed to have channeled a spirit for the day, with the other PCs at the table around for the Seance Boon? Does it matter if you have a potentially weird place you need to channel (I'm looking at you Kami Medium Champion Spirit "Storms")?

It seems like daily spell prep and similar things is assumed, and that you're expected to have been working as a team for at least a bit before the mission, but I want to make sure before I try to make a Medium who either can't use their groupd buff or can't use their chosen spirit without an extended table discussion with the GM.

This concerns me as well, and is why I've held off on making a PFS medium yet. Some of the favored locations are rather rare. I could see a GM saying you can't channel your chosen spirit for lack of an appropriate location.

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I have a love/hate relationship with Zadim. My PFS -2 is a dual kukri wielding slayer. I created him before the pregens came out, starting PFS last year at Origins. But since there's no way to make that readily apparent, I'm just the guy who copied the slayer pregen. :P

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I haven't looked at the pregen, but is it possible that he has taken the human FCB bonus of 1/6th of a slayer talent 6 times?

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Mark Seifter wrote:
Skeld wrote:
Rednal wrote:
Did they significantly change the Kineticist's Burn mechanic?
Skeld wrote:

I don't want you to think I ignored the question: I never read the playtest version, so I can't really say.

-Skeld

** spoiler omitted **

Ugg, I want to like Overwhelming Soul, but you lose too many of the benefits for taking burn. While it's true you get bonuses, they are significantly worse than the bonuses you get for the new version of 'feel the burn' (you don't get the ability score bonuses that start at 6th level). Internal buffer advances 1 per 4 levels instead of 1 per 5, so a little better but not much. And you entirely lose out on the bonuses to the defense talents for taking burn. Doesn't feel like a fair trade to me.

Actually, it feels to me like the archetype was written before the Kineticist was fully done, so the boosts that Kineticists got didn't make it into the archetype because they were rolled into features that the archetype loses.

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pH unbalanced wrote:
Talon Stormwarden wrote:
Socalwarhammer wrote:
...the party agrees to continue on to the final encounter (for the Inquisitor-only because he felt honor bound to finish)...
Here's where I have a problem with the inquisitor's actions, just going by the OP's version of events, not knowing how biased the above is. The party agreed to continue the adventure for the sake of the inquisitor, and the inquisitor accepted that assistance to fulfill his goals, then as soon as that assistance was rendered, he washes his hands of the 'evil necromancer' and lets him die.
My interpretation of that part was that the Inquisitor was the one that didn't want to continue, but that they persuaded him that he was honor-bound to finish the mission.

Ah, hrm, you may be right. I may have misread that line. That seems the more likely interpretation now that I'm looking at it again.

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Socalwarhammer wrote:
...the party agrees to continue on to the final encounter (for the Inquisitor-only because he felt honor bound to finish)...

Here's where I have a problem with the inquisitor's actions, just going by the OP's version of events, not knowing how biased the above is. The party agreed to continue the adventure for the sake of the inquisitor, and the inquisitor accepted that assistance to fulfill his goals, then as soon as that assistance was rendered, he washes his hands of the 'evil necromancer' and lets him die.

That may or may not be in character for the inquisitor based on his alignment and personality, but it certainly (to me) breaks the "Don't be a jerk" rule. If the inquisitor felt so strongly about the necromancy being practiced he should not have accepted the assistance of the one practicing it in the first place. Once that aid was accepted, it is in extreme bad taste to then be so ungrateful as to let the necromancer lay bleeding on the floor and die.

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There were plenty of people who disagreed, judging by the table variation that I see in PFS games. No more though. I'm going to pull a wand every time I move in every PFS game from here out, just because I can!!

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Assuming the target failed a perception check, I agree with the above posters.

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Dylos wrote:
On the main pathfinder society page, click the link that says "Join the Pathfinder Society and create your character now!" from there, click GM/Event Coordinator and then under the heading Pathfinder Society cards, you can reserve 10 PFS #s, you do not need to have a pathfinder society account to play PFS, just a #, so even though their name is not on the cards, they do not have to be registered until they are old enough to have their own accounts.

I'm not certain this solution will work. I could have sworn that I read that when you reserve PFS numbers, those numbers eventually get recycled back into the system if unused. If that's true, it may produce unexpected results.

I could be off my rocker, in which case I'm sure someone will set me straight.

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Restarting the day count back to 0 is not the same as fulfilling the ' 'died within 1 round' requirement of Breath of Life. This would not work by the rules.

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Skeld wrote:
Kajehase wrote:
But the bit that really annoys me is that I can't even read the main messageboard page on the phone any longer. I can get into the subforums alright, but well - it's annoying.

Y'know... I've been having the same problem at work the past few days. I think Messageboardsment worked fine up until Monday, but now I get a "connection was reset" by secure.paizo.com or something like that. I can visit individual threads and I can get to sub forums, but Messageboardsment is honked.

My work computer is a Win7 box running Firefox v38.0. I have Chrome available but I haven't tried it. Because I don't have admin privileges, changing configuration or downloading something different is a non-starter.

Any ideas?

-Skeld

I was in the same boat as you are. My Firefox was set to limit TLS to 1.0

You can follow the instructions HERE to fix it.

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Sara Marie wrote:

PDFs will hit your account where applicable when the label is printed.

** spoiler omitted **

I apologize for the lack of clarity. What I would like to know is if the PDFs for subscription orders that do not opt for GenCon pickup will be available by GenCon, in order to be used at games at GenCon.

Thanks

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For those who do NOT opt in for GenCon pick up, when will the PDFs be available?

I'll be at GenCon but I have no need to have the physical product in my hands that weekend, in fact would rather not have to deal with carrying and transporting extra gear. I would however like to have my PDFs available.

I seem to recall that last year those who did not opt for pickup had to wait until after GenCon to get their PDFs, but my memory isn't what it used to be. :)

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I'm on Windows 7 using Firefox 38.0.5 and I was unable to use the secure portions of the site. How's My SSL said I was a bad bad boy.

I then found this guide for turning up the max TLS version available to Firefox to use, and now it's working fine.

Perhaps this has been mentioned in one of the previous posts...I didn't read them all, but in scanning I didn't see one. So hopefully this helps someone.

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So I've proposed the automatic bonus progression alternate rule to the GM running our Rise of the Runelords game and the other players.

I like the system, but I'm left wondering how it should interact with class abilities that give weapons (or armor) enhancement bonuses. Magus, paladin and warpriest come to mind immediately, but I'm sure there are others.

Then there's the Bladebound magus archetype...which explicitly gives a PC a weapon with a progression faster than that given by the ABP rules.

My thoughts on the matter would be that the abilities should continue to function as normal and that the Black blade is ok with the normal progression, with the caveat that a Bladebound magus cannot attune to any other weapon but his black blade?

What do folks think? Sound reasonable? Have other suggestions?

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As someone else upthread mentioned, the wizard should still retain any uncast spells. Does he have enough to make an interesting go of it? Combined with a few wands/scrolls/whathaveyou?

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If there is a collaborator with limited access to the wizard's spellbook, he could smuggle a few pages to the wizard to study before the breakout. Makes for good rollplay material too. "You...you RIPPED pages from my spellbook!? But now...I have some of my magic back! I don't know whether to kiss you or kill you!"

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Resist Energy wrote:
The subject gains resist energy 10 against the energy type chosen, meaning that each time the creature is subjected to such damage (whether from a natural or magical source), that damage is reduced by 10 points before being applied to the creature's hit points.
Energy Resistance wrote:
A creature with resistance to energy has the ability (usually extraordinary) to ignore some damage of a certain type per attack

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Keep in mind you also get +2 to a bunch of saves and don't lose hitpoints for negative levels.

I took it for my life oracle of Sarenrae and so far it has come in handy more than the traditional asimaar resistances would have. But yeah, mainly I took it for flavor. :)

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Merrickk wrote:


3) Does applying the young template to the retriever modify to damage of his eye rays?

Thanks in advance for any assistance.

Necroing the necro. I'm running this at Origins next week and was wondering the same thing about the eye rays on low tier.

Any opinions on this? 12d6 dmg seems like it might be pretty punishing for tier 7-8. They already are getting a +3 boost to the ranged touch from being a size smaller and the extra dex from the young template.

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Quick point that may have been overlooked, ignore me if not: Mage Armor isn't on the Magus spell list. You'll have to depend on another character to use the wand for you, or use UMD, or take the Spell Blending arcana to get it on your list.

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Mark Stratton wrote:
Talon Stormwarden wrote:
Mark Stratton wrote:
Keith Klee wrote:
My son and I are definitely interested in playing again. We both had a blast playing. Will this be up on Warhorn again?

Yep!

If you signed up on Warhorn last year, it's still there (just renamed) and I kept all the old regisrations. :)

Is this something that newcomers can get in on? I'll be in Indy earlier this year than previously and hoped to get some extra PFS in. :)

Talon:

Newcomers are welcome! I was just pointing out that those who were registered lats year would still be registered (assuming they didn't cancel.) I used the same Warhorn site (so I didn't have to ask for a new one), but I just changed the name.

:)

Sorry, what I meant, but didn't convey well, was to ask if those who aren't already signed up (newcomers) could get the Warhorn link. Or is it too early?

Thanks!

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Mark Stratton wrote:
Keith Klee wrote:
My son and I are definitely interested in playing again. We both had a blast playing. Will this be up on Warhorn again?

Yep!

If you signed up on Warhorn last year, it's still there (just renamed) and I kept all the old regisrations. :)

Is this something that newcomers can get in on? I'll be in Indy earlier this year than previously and hoped to get some extra PFS in. :)

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Arazyr wrote:
Chill Touch can make Undead flee. Just came up in a game I'm in last night. I didn't know that. 8^)

I regularly prepare Chill Touch with my PFS magus for those pesky undead who are immune to my boosted Frostbite spells. I can't tell you how many GMs have looked at me and said, "It's undead, chill touch will just heal them", follow by me saying "au contraire, give me 3 will saves or be frightened", and then they say, "this is undead, it's immune", then I smile and say, "wanna bet?"

Sovereign Court *

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And this is why we can't have nice things.

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