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Steve Geddes wrote:
True enough. I think it's a pretty awesome idea, and a novel way to encourage subscriptions. I had been on the fence about ordering through my local store vs getting a subscription, and I think I still am. It'll depend on how much it changes my shipping costs. I just need to get over my "completionist" mentality and enjoy them for what they are: Fun extra flavoring.
Pathfinder Rulebook Subscriber
Well, my alchemist could have spend a discovery on infusions, so he'd be able to make potions of cure light wounds for the party for free. Instead he took Explosive Bomb, which means he'll damage more. At the next level, he could have selfishly taken Spontaneous Healing, so he'd be able to bring himself back if he got taken out, but I decided he's got enough trust in the society that he'll take Precise Bombs, which helps the party more. You want to be as self-sufficient as possible, without being overly selfish about it. It's a balancing act.
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Oh, now that's an idea I like, a forced cooperation Evil campaign. Individually You're not strong enough to be completely evil, because you're part of a greater organization that will punish you for being excessively stupid evil, but you're able to have a bit more freedom (to be bad) in your goals. Gives us a chance to play with some of the great evil stereotypes.
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Bugleyman, I'm sorry, but I have to disagree with the way you approached this thread. From reading your comments, you've taken a position that new information not handled through a proper PR machine shouldn't be provided to the community. While I can understand your points, I disagree with your basic premise. Yes, they could have done official blog posts to release the information to the community at large, but that is something they have stated that they will do. I think the perspective on this is that it was a "Sneak Peek" or an "Intentional Leak", a bit of information provided prior to the big announcements that you are wanting. By "leaking" this information through the Know Directions podcast, they provided an experience that I felt was exciting, honest and personal. They were people who were excited about the information they were sharing, and they were sharing that information with people who were invested enough in getting that information that they made time to get it. By definition, the people who have made the time to get that information as it was being leaked, are highly invested in Paizo and the campaign. People who were able to get the information as to the location of the "leak" are also likely to be people who were up on the other elements of the campaign. They were people who'd be asking the questions that would help shape what information might need to be included when the news was released to the rest of the community. I'm sure that the questions we asked in that chat gave them some feedback as to questions the community at large would have asked, so that when the post is made that information will be included. Many of the people in the chat were VOs who were looking forward towards the future of the campaign. It could be argued that they could have given that information exclusively to the VOs, which would have provided that initial sounding out of the player base. I think that providing the information in a manner that allowed anyone interested to potential have access to it was a good move, and far more generous than many companies would be. It also relieved the VOs of the burden of having to keep that secret. I hate to see someone criticizing a company for being open with their customers. Public Relations is an area where many companies can improve, but I prefer Paizo's PR Policies over any non-co-op company I can think of. Yes, I'm saying that Paizo's Openness of communication is second only in my mind to Co-Ops that are literally being run by a portion of their member base and thus have extremely open door policies written into their bi-laws.
Pathfinder Rulebook Subscriber
Would the society actually tolerate a grenadier type alchemist for more than a few missions? When you're inside a town, you can't really use your bombs for fear of blowing things up, and damaging the reputation of the other society. When you're out of town, this is less of a problem. Except of course for the fact that an alchemist lacking precise bombs is going to be either pulling his punches or damaging his allies, more often than not. I'm convinced that the reason the grenadier archetype has precise bombs is to cut down on this problem.
Pathfinder Rulebook Subscriber
When I was playing in a convention game, they'd given the alchemist fighter a hammer that allowed him to load a bomb into the head and trigger it during an attack. Great flavour for a raging alchemist. For a bomber alchemist, not as cool. However, with that concept, what can you build? A blunderbuss that fires bombs? Could be fun. How about a portable alchemical lab inside an extra dimensional space? It really depends on the flavour of the alchemist. Does she use her mutagens?
A flask that interacts with her infusions or mutagens in meta magic fashion could be cool.
Pathfinder Rulebook Subscriber
Are any of the tales boons actually worth using though? When I last looked through them, I didn't think that they were. Edit : That came off more negatively than I intended. I don't mean that they're worthless, I mean that they're interesting flavors, but unless you enjoy reading the books, I wouldn't buy the books for the boons.
Pathfinder Rulebook Subscriber
Something of a thread Necro, but this is the most appropriate place for this question. Alchemist's fire, or an Alchemist's bomb being thrown into a web, how far in can it penetrate? Does it shatter when entering the webbing? Does it get caught in the webbing and not shatter? Does it get caught in the webbing and then detonate? Given that the flask is flying, it probably isn't effected by difficult terrain. Does it need to make a combat maneuver or Escape Artist check to travel through the webs? If so, would those be made with the bonuses of the thrower? Can you target a square within the web, assuming it's within 15, as past 20 feet the square has total cover, and is thus not able to be targeted? The square, getting the bonus of +4 for being behind partial cover, does that mean that if you roll under a 14 on your ranged attack with the alchemist's fire/bomb, it scatters per the ranged scatter rule? If so, and the scatter roll is a 5, does the alchemist's fire then enter the square that had total cover before detonating?
Pathfinder Rulebook Subscriber
Nobody has suggested Bouncing? Sorry, one person suggested it, but didn't rank it highly. Bouncing plus Murderous Command is currently my favorite combo, especially when combined with Magical Lineage. It basically gives you a second chance a spell, if it fails the first time. Depending on your odds of success against their saves, that can be of considerable value.
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We've had the idea to run a PFS minicon, over the Easter weekend. If there's enough response, we'll run a few tables. The basic plan would be the first part of First Steps, starting at noon on Friday, followed by the second part after around 6pm the same day. The following day, would be the third part of First steps. As these are replayable scenarios, this is a great way to get jump start on a new character, or for a new player to get into the society. Following that would be a 2nd level adventure, to be decided. If we're only doing the two days, it would be a single part scenario. If we're doing three days, it would be 3 part scenario, followed by an additional 2 part scenario potentially on the fourth day. Please let know if you're interested, I'll be using the level of interest to judge how big a space we need for this. Worst case scenario, I know I can fill one table and provide one GM. Also, if you are a store and would be interested in provide space for such an event, please contact me.
Pathfinder Rulebook Subscriber
We were discussing doing a triple session of PFS over a long weekend, running the complete First Steps arc, and then another arc or two. I've heard Quest for Perfection is a good arc to play. Given that the next long weekend is Easter, I'm wondering how much lead time is required to actually run PFS games. Both in terms of preparation and in terms of official polices.
Pathfinder Rulebook Subscriber
Buy a copy of hero lab and all the data files to keep it up to date, you'll find that feels like a Rich Man's hobby. However, Hero Lab and the data files are definitely luxury goods. If you can afford them, they're great for building characters with minimal mistakes. If you're prone to making mistakes like I am, it's worth it. Like good accounting software vs a leather ledger, it's very much personal choice. Some people prefer a physical ledger and do amazing things with them.
Pathfinder Rulebook Subscriber
Anyways, with this particular situation, it was the fact that we were both going to be dex-based melee, with scimitars. She'd be getting +2 flame damage from her Flame of the Dawnflower trait while I'd be getting +HUGE bonus from my shocking hand spellstrike, which would have likely resulted in her being annoyed at my similar style character doing way more damage than hers. Even if there's very clear reasons why they'd be different, I was concerned there were enough superficial similarities that it would upset her. And I wanted to try out the dex magus, since I prefer dex types to strength types, and I hadn't played a magus before. Dervish dance just seemed like the most effective way to do that, and with the party composition being questionable, I wanted to be able to be effective if it was needed. I hope that makes things clearer for people. I definitely liked a few of the ideas from this thread and will be tucking them away for later, especially the human raised by goblin grappler.
Pathfinder Rulebook Subscriber
She had two character concepts in mind after reading the SRD, the Dawnflower Cleric Dervish Dancer linked to the prestige class and a dragonblooded sorcerer with a massive pyromania complex. We'd done up character sheets for both, and she'd ended up deciding on the sorcerer. She wasn't happy with being shanghei'd and kept hissing and slashing at everything within range with her claws. We were all assigned positions on the ship, she got assigned the cook's assistant, and while he was passed out in a drunken stupor, she coup de grace him. After his body was found, she was knocked unconscious and thrown off the ship, with weights around her legs. Whereas my Magus worked hard in the bilge on the first day, and proceeded to use prestidigitation to clean the ship on the second day. A 100ft by 30ft vessel took him around 8 hours to clean in 1 ft sections. Then he cleaned some gear for the quartermaster, before asking nicely for his gear back.
Pathfinder Rulebook Subscriber
I'd been looking forward to trying out the BlackBlade Magus with a scimitar and Dervish Dancing for a Skull and Shackles campaign, and unfortunately the DM's girlfriend decided to be a scimitar wielding follower of Saranae, going for some prestige class. so, I don't feel like using the scimitar anymore, and I'm not sure I feel like being the melee fighter magus at this point. I was vaguely thinking alchemist, or something, but I'm not sure what really feels worth building. I've no idea what the rest of the party is, just that it's Skull and Shackles and they'll be building while I'm on the way to the game. any ideas?
Pathfinder Rulebook Subscriber
I think bouncing is far more useful at lower levels, I'd take it at first level personally. When combined with Lineage, if you fail to Command someone, you'll have a free attempt to command their ally. Basically, as I see it, you're significantly increasing the odds at success when spells are most expensive in terms of opportunity. You have a limited number of spells, and a resisted spell is a wasted spell. When you're giving that spell a second chance to succeed, that's cutting down on potential waste, and with lineage, you're doing that for free. At first level, it's nearly broken. Extend is also useful at low levels, turning a single spell into a multi-round spell, if it hits. That means you're spending a single spell slot to tie up a target for two rounds. With Murderous Command, it's potentially two targets for two rounds with extend. Again, with lineage, you're doing it for free. However, if the spell is resisted, the extend has no effect. In my mind, it's about adjusting the odds in your favour, getting reliability rather than bonus effects. Heighten spell tends to be most useful at higher levels, when you can spend multiple spell levels to get a special effect out of it. It is also far more efficient on spells that scale in multiple ways. Command and Murderous Command, you improve the DC and Range.
Also, I think I was confusing Spell Level and Caster Level, so I think it's actually more effective than I'm thinking, looking at it now.
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As I said before, I think you want the bouncing spell metamagic feat. It's a +1 increase, which the magical lineage cancels out. Bouncing means that if it fails against one target, either because they made the save or spell resistance, you get to retarget it to someone nearby. Basically, it doubles the chances for the spell to work. Given the DC to resist Murderous Command, it's extremely powerful.
Pathfinder Rulebook Subscriber
If you really feel like being a nice guy, make a suggestion to the DM that a Dhampir has some of the vampire flavor, without being evil and overpowered. If the player who wanted to be a vampire can compromise on being a "cured vampire" using the Dhampir stats, I could see it working and leading to some interesting RP. If they just wanted the vampire powers, that's another story.
Pathfinder Rulebook Subscriber
http://paizo.com/pathfinderRPG/prd/ultimateMagic/spellcastingClassOptions/i nquisitor.html#inquisitions says that clerics can take any inquisition. http://paizo.com/pathfinderRPG/prd/ultimateCombat/classArchetypes/inquisito r.html#inquisitions says that inquisitions are limited to inquisitors exclusively. Can anyone clarify this for me?
Pathfinder Rulebook Subscriber
http://paizo.com/pathfinderRPG/prd/ultimateMagic/spellcastingClassOptions/i nquisitor.html#inquisitions says that clerics can take any inquisition. http://paizo.com/pathfinderRPG/prd/ultimateCombat/classArchetypes/inquisito r.html#inquisitions says that inquisitions are limited to inquisitors exclusively. Cheapy pointed me to The FAQ Apparently they can take the inquisition as a domain, which might be a better way to get gunslinging than taking the level dip. They lose a domain slot and a feat, but keep their caster level. If I were building it, I think that's what I'd do. Currently I'm considering a 15 point "hobo with a shotgun" cleric of pharasma as a healbot for the 20 point carrion crown party I'm gming. DC 15 perform mime check to get him to do anything other than kill undead and heal the injured.
Pathfinder Rulebook Subscriber
Light is able to create a single instance of an effect when used by a player. How many instances of the effect are possible when the spell is used by via a wand?
About Seven.teenBackground:
Seventeen vividly remembers growing up the youngest of three born to explorers charting the ruins of an ancient civilization in the omega upsilon sector. These memories are false, implanted by her creators for reasons unknown. She has large holes in her memory but she does remember being hidden from the Technic League who are looking for her. Somehow she knows things will end badly if they get hold of her. The leading figure in her life has been Khonnir Baine who took her in, shielded her and taught her the rudiments of magic. An now he's missing. Seventeen unused to being alone has been unable to sleep for days beset by powerful emotions she doesn't understand. Not even summing the thousand primes will bring her peace like it normally would. Description:
From a distance Seventeen looks like an attractive human girl in her late teens, in comfortable lilac robes. She has creamy skin, with shoulder length blond hair, and brown eyes. Up closer the strange and complicated illuminated tattoos on her upper arms are unlike anything any flesh and blood human on this world has ever seen. Personality:
Cold, logical, mathematical, literal, naive, yet with powerful emotions she barely understands. Seventeen is convinced she's a normal human girl, yet she's anything but. One day the penny will drop and her world will crumble, and who knows what will rise from the ashes... Crunch:
Seventeen
Female android arcanist (occultist) 12 (Pathfinder RPG Advanced Class Guide 8, 78, Pathfinder RPG Bestiary 5 19) LN Medium humanoid (android) Hero Points 1 Init +3; Senses darkvision 60 ft., low-light vision; Perception +14 -------------------- Defense -------------------- AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex) hp 57 (12d6+12) Fort +12, Ref +13, Will +14; +4 vs. mind-affecting, paralysis, poison, and stun Defensive Abilities constructed; Immune disease, emotion, exhaustion, fatigue, fear, sleep -------------------- Offense -------------------- Speed 30 ft. Melee dagger +6/+1 (1d4/19-20) Ranged light crossbow +7 (1d8/19-20) Special Attacks arcane reservoir (6/15), arcanist exploits (dimensional slide[ACG], greater metamagic knowledge[ACG], metamagic knowledge[ACG], potent magic[ACG], quick study[ACG]), consume spells Arcanist Spell-Like Abilities (CL 12th; concentration +21) . . 1/day—augury . . 1/week—contact other plane Arcanist (Occultist) Spells Prepared (CL 12th; concentration +21) . . 6th (3/day)—greater dispel magic, sirocco[APG] (DC 25) . . 5th (6/day)—icy prison[UM] (DC 24), wall of light (DC 24) . . 4th (6/day)—acid pit[APG] (DC 24), greater aggressive thundercloud[ACG] (DC 23), obsidian flow[UC] (DC 23) . . 3rd (6/day)—aqueous orb[APG] (DC 23), battering blast (DC 22), haste, slow (DC 22) . . 2nd (6/day)—acid arrow, create pit[APG] (DC 22), glitterdust (DC 22), mirror image, protection from technology . . 1st (7/day)—heightened awareness[ACG], mage armor, magic missile, obscuring mist, vanish[APG] (DC 20) . . 0 (at will)—acid splash, dancing lights, detect magic, detect poison, light, mage hand, message, read magic, resistance -------------------- Statistics -------------------- Str 10, Dex 16, Con 12, Int 29, Wis 10, Cha 8 Base Atk +6; CMB +6; CMD 19 Feats Augment Summoning, Evolved Summoned Monster[ACG], Expanded Preparation[ACG], Extra Arcanist Exploit[ACG], Persistent Spell[APG], Scribe Scroll, Spell Focus (conjuration) Traits resilient, stargazer Skills Acrobatics +15, Appraise +24, Fly +14, Knowledge (arcana) +23 (+25 to identify alien monsters' abilities and weaknesses), Knowledge (dungeoneering) +20 (+22 to identify alien monsters' abilities and weaknesses), Knowledge (engineering) +24 (+26 to identify alien monsters' abilities and weaknesses), Knowledge (geography) +20 (+22 to identify alien monsters' abilities and weaknesses), Knowledge (history) +22 (+24 to identify alien monsters' abilities and weaknesses), Knowledge (local) +24 (+26 to identify alien monsters' abilities and weaknesses), Knowledge (planes) +21 (+23 to identify alien monsters' abilities and weaknesses), Linguistics +13, Perception +14, Sense Motive -4, Spellcraft +24, Stealth +15, Survival +0 (+2 to avoid becoming lost), Use Magic Device +8; Racial Modifiers +2 Perception, -4 Sense Motive Languages Androffan, Auran, Azlanti, Celestial, Common, Draconic, Elven, Halfling, Hallit SQ conjurer's focus (Summon Monster VI, 12 minutes), emotionless, exceptional senses, hero points, nanite surge Other Gear crossbow bolts (20), dagger, light crossbow, cloak of resistance +5, cracked pale green prism ioun stone (saves), headband of vast intelligence +6, necklace of adaptation, wayfinder[ISWG], spellbook, 23 gp -------------------- Special Abilities -------------------- Arcane Reservoir +2 DC or CL (15/day) (Su) Pool of points fuel exploits, or can expend to add +2 CL or DC while cast spell. Augment Summoning Summoned creatures have +4 to Strength and Constitution. Conjurer's Focus (Summon Monster VI, 12 minutes) (Sp) Cast summon monster spells with points from arcane reservoir. Constructed (Ex) Counts as both humanoids and constructs for effects that target type. Consume Spells (1/day) (Su) As a move action, expend a spell slot to add its spell levels to arcane reservoir. Darkvision (60 feet) You can see in the dark (black and white only). Dimensional Slide (120 feet) (Su) Use 1 reservoir as part of move/withdraw, move to spot in sight for only 5 ft movement & no AoO. Emotionless (Ex) Androids have problems processing emotions properly, and thus take a –4 penalty on Sense Motive checks. Evolved Summoned Monster Apply a 1-point evolution to a creature you summon. Exceptional Senses Androids have darkvision to a range of 60 feet and low-light vision. They also gain a +2 racial bonus on Perception checks. Expanded Preparation (+1 6th-level spell) You can prepare more spells than other arcanists can. Prerequisite: Arcanist level 1st. Benefit: You gain an extra spell prepared of the highest level you can currently cast as an arcanist when selecting this feat. This is
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Spell Book:
1. Burning hands, Colour spray, Comprehend Languages, Detect Radiation, Disguise Self, Enlarge Person, Feather Fall, Floating Disk, Grease, Mage Armour, Magic Missile, Magic Weapon, Obscuring Mist, Shield, Silent Image, Technomancy, Thunderstomp, Unseen Servant, Vanish 2. Aggressive Thundercloud, Brow Gasher, Cat's Grace, Create Pit, Detect Thoughts, Fox's Cunning, Glitterdust, Gust of Wind, Invisibility, Mirror Image, Protection from Technology, Pyrotechnics, Resist energy, Scare, Stone Call, See Invisibility, Sound Burst, Web 3. Ablative Sphere, Aqueous Orb, Arcane Sight, Battering Blastclairaudience-clairvoyance, Discharge, Dispel Magic, Fly, Gaseous Form, Haste, Irridate, Heroism, Lightning Bolt, Magic circle against Evil, Recharge, Resist Energy Communal, Sleet Storm, Stinking Cloud, Slow, Water Breathing,Windwall 4. Acid Pit, Aggressive Thudercloud, Greater, Black Tentacles, Dimension Door, Greater Invisibility, Illusory Wall, Make Whole Greater, Magic Circle against Technology, Obsidian Flow, Rebuke Technology,
5. Animal Growth, Cloudkill, Icy Prison, Wall of Force, Wall of Light Ankylosaurus notes:
Augment Summoning: +4 enhancement bonus to Strength and Constitution Animal Growth: +8 size bonus to Strength and a +4 size bonus to Constitution Improved Damage: Evolution 3d6 -> 3d8 Gargantuan size 115 hp, AC 23? With all those & power attack
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