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Todd Morgan's page
Goblin Squad Member. Pathfinder Deluxe Comics, Battles Case, GameMastery Maps Subscriber.     Venture-Captain, Iowa—Missouri Valley. 1,043 posts (1,048 including aliases). 2 reviews. No lists. No wishlists. 21 Pathfinder Society characters. 1 alias.
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You select your race from the core rule book. The variant options for those core races from the other resources are what the rest of this paragraph is talking about. The extra three races not found in the core book are also allowed. The additional resources tab may also help guide you.
Feral Speech, Fast Study, Opposition Research, Split Slot and Staff-like-wand are all really good! That's 5/10 and 3/5 of the remaining aren't allowed and Immortality you cannot get until 20th. That leaves Multimorph, which is situational at best.
Fast Study, Opposition Research and the one that lets you speak with animals is great!
In my opinion I read it as they may call it like a Paladin calls their mount:
Once per day, as a full-round action, a Stonelord may magically call her earth elemental to her side. This ability is the equivalent of a spell of a level equal to one-third the Stonelords's level. The earth elemental immediately appears adjacent to the Stonelord. A Stonelordcan use this ability once per day at 5th level, and one additional time per day for every 4 levels thereafter, for a total of four times per day at 17th level.
So the VC is being blamed because the high level Pathfinders can't cope with standard mountainous terrain? Are college professors blamed when their students don't study and do poorly on exams?
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Belt of Str
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Testing it Hero Lab, it looks like it stacks. Not that it is a perfect source for rules, but I imagine they have a direct line to rules people at Paizo when they have questions

A lot of people in the industry say that a strong D&D system is good for every RPG line out there. While that may have been the case years ago, with Pathfinder being the new frontrunner, why can't it be said "A strong Pathfinder system is good for the industry"?
I remember posts on sales figures and how quickly Pathfinder topped the market and has stayed up there. It is strong. Could it be stronger? Personally as a Venture-Captain, I see it becoming stronger all the time. While I do get to peak behind the veil every once in awhile, I think I mostly see it in the general boards. What I mean is, look at all of the 'new-player' questions that have popped up in the past two years compared those same types of questions in the first two seasons of the campaign. I see a lot more, and that is great to see. In my region, I'm getting 1-2 new tables of players bi-annually. We are seeing growth (and I hope this is true worldwide).
Look at the list Erik posted. This is either the list of a company spreading itself way too thin or a company that has expanded into new markets and options because it can. Releases aren't being delayed and the quality of their products hasn't dipped, so I don't think the first option is very likely (plus I have complete confidence that the higher ups know what they are doing).
I don't think D&D Next scares them. Far from it. I think they are excited to see what their friends at WoTC have come up with, and I wouldn't be surprised if one of their weekly games becomes a Next game. Heck, I'll be playing some games regularly, but that's me. I love trying new systems and Organized Play campaigns.
I have confidence in the OP system that Paizo has created. I have confidence in MMJ and that they will continue to do what they feel is best for the campaign. More importantly, I have confidence in my fellow volunteers who will continue to yell about the awesome-ness of PFS from their soapboxes, drawing new players to the game.
LeDon was always my #2, helping grow Iowa PFS from the beginning. He is a man of few posts but those posts are worth paying attention to. I have complete confidence in his abilities and look forward to traversing the state to see the old group again.
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My 8596-4 Character is missing from my account. Is there any way to get it to show again?
All of it. Why? Because in Pathfinder, you can Craft cooperatively. That means you don't have to have the spell on your list, as in game you can probably find someone in the Pathfinder Lodge to help you make your item. You end up meeting the CL (which in my experiences are usually very low) and just pay the gold.
I'm of the belief that you just pay the gold and not worry about it :P
It seems to me it may have been for a couple of reasons:
1) The story lines for both factions are a season or more old (Year of the Shadow Lodge and Year of the Ruby Phoenix)
2) They are going to create 1-2 faction-specific scenarios per season and doing 10-20 of those types of scenarios really cuts into the writing pile. Much easier to have 8-16 and leave the remaining 12+ for the seasonal plots.
3) It is hard to justify missions from the Lantern Lodge now that we aren't over there as much. Now that Torch has rejoined the Society, it's not much of a 'Shadow' Lodge anymore.
Hey Bob, any interest in being a store liaison up in Dubuque? My contact information should be in the guide if you do.

Cold Napalm wrote: Todd Morgan wrote: Here's my thought process for why I think the new change as proposed would work well:
1) I think scenarios are going to get harder. Season 4 showed me that groups playing up often lose one or two characters each session. In fact, I believe the number one reason for TPKs in Season 4 (if not in general) is due to playing up. By disincentivizing people from playing up, you prevent unnecessary player deaths that slow down the end of the game.
2) You prevent the overshadowing of other players at the table because everyone will have wealth similar to their expected level.
It shouldn't be a problem for coordinators because there are always going to be pre-gen options or the option to create a new character
Played up in a couple season 4...not really an issue if I am with other players who I consider smart good players. Seriously, the writers they have now doesn't really punish none optimal mechanical choices...but they do punish none optimal play. Even more so in season 4. So the issue with death is less an issue of party balance issue...it's an issue of play.
Overshadowing from a few extra grand here or there ain't gonna happen nearly as much as system mastery differences. The rogue with 14 dex, 10 con and 18 int and 16 charisma isn't gonna be overshadowed by the the barbarian with 26 str in combat because the barbarian player has a couple extra gold...he's gonna be overshadowed because that isn't his forte and he is built horrible for combat.
And pre-gens? Honestly? If the new system has to rely on pre-gens to make tables happen, seriously, I'm out. Pre-gen are horrible enough that I trust VERY few players to make one relevant. If they becomes the norm to make tables happen, I'm just gonna stop playing. I don't need the headache of an extra escort mission thank you very much. pregens are already the normal way of getting a table off (especially for slot zeros in my region) if a 4th player is needed, so I'm not sure what you mean by your last statement.
Neither the proposed system or the double XP system is perfect, however, I think the proposed system does a better job of incentivizing people to play in tier than the double XP plan does.
Why would it curb the incentive to play up? Get high tier gold AND 2 XP? It's every power gamers dream!
If you start giving out 2 XP in a scenario, you are preventing yourself from one extra scenario you could be playing every time it occurs. The scenarios are great little stories, and frankly, I want to play as many of them as possible with one character, especially if I like that character. I also want to play in my subtier so that I know I can handle the situation and that I don't need to be 'protected' by higher levels.
The new pregens aren't bad and the ones in the NPC codex are pretty snazzy. I don't think they are off the table as an option. For me, if it's a choice between playing a pregen or not playing at all, I'll play a pre gen.
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Here's my thought process for why I think the new change as proposed would work well:
1) I think scenarios are going to get harder. Season 4 showed me that groups playing up often lose one or two characters each session. In fact, I believe the number one reason for TPKs in Season 4 (if not in general) is due to playing up. By disincentivizing people from playing up, you prevent unnecessary player deaths that slow down the end of the game.
2) You prevent the overshadowing of other players at the table because everyone will have wealth similar to their expected level.
It shouldn't be a problem for coordinators because there are always going to be pre-gen options or the option to create a new character
So in a nutshell, you will get the gold and rewards appropriate to your character's level, regardless of what level you play it at. If your character level is between sub-tiers, you get the rewards for the sub-tier you play at.
No you would get the items appropriate to your sub-tier.
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How big is 'big enough to hold 18 tiles'?
The GM should be the final arbiter of the decision. For a season zero scenario, I would side with the majority. For dalsine affair, I'd side with the single player.
Sir are you aware that you aren't drinking regular coffee but Colombian Decaffeinated crystals?
What?
I said you are drinking Colombian Decaffeinated Crystals.
*looks down in horror and anger*
Why you son of a &*(*&! You no good son of a &&#&$!
*begins rampage*
You lied to me! You lied to me!
*throws pies at elderly couple*
*begins breaking plates*
As God as my witness I'll get you!
cblome59 wrote: I don't think I've had a charcter die yet :P But then I haven't played under Todd or Kyle.
I have killed a few in my day.
Wait, what does this mean? :P
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From a player perspective, I think it's alright to assume that each character you build will die at least once in their journey to 12th level.
One time involved a Glabrezu, IIRC
That's not an official Paizo website, it is just a nice tool to use that collects a lot of Paizo and 3rd party options
'Cheating' is a very heavy term and I am completely adverse to using it at the table, as a coordinator and on these boards. It carries heavy connotations and I hope you have thought about this before posting to the forums.
GMs are the ultimate adjudicators at their table. That being said, if you feel a GM is picking on you or being a jerk, you need to work this out with the GM. If that doesn't work, talk to the coordinator. If that doesn't work, the VO. If that doesn't work, escalate to Mike Brock.
Noteleks, how many of you are there up in Dubuque? Enough to get something started up there?
There are so many people to thank! There were 19 GMs this year that helped make Gamicon Chi the success that it was this year. We had a lot of new players and multi-generational families of gamers. It was really great to see. Here's to making next year even better!
It has begun!
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Everyone can also come rub elbows with Thea Peters, the only female 5 Star PFS GM!
You'll find out Dan! It's pretty powerful if I do say so myself!
Just like last year, I'm doing 10 slots...
Update:
We have been blessed from on high! This year's charity auction boon is a one of a kind convention boon that very few in the world will have, the Bag of Goblin Birthing! It is both amazingly cool and completely useful for ANY character you can build. The only way to get it is to come to this year's Gamicon and bid on it.
This year's charity is is the local VA Hospital. Let's help those wounded veterans and see how high this auction can go.
A GM had some personal issues and is no longer able to make Gamicon so there are a couple of slots open for any last minute GMs that want the awesome GM grab bag that we give out up here in Iowa City.
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Seasons 0-1: Always play up if possible
Season 2-3: Hit & Miss (Dalsine comes to mind) so be careful
Season 4: Always play down if possible :P
The problem is the Ice Devil becomes the mission giver for the rest of the series of Scenarios. If you do not summon it or kill it immediately after, then how will this person get faction missions in future scenarios?
Chalk Microbe wrote: Well this sucks.
Paizo has done irreparable harm to their image with this Kickstarter.
On the bright side, maybe Paizo will stop being a mouthpiece for Goblinworks and go back to doing what they do best.
This may be a bit melodramatic
kinevon wrote: Yes, actually, the rules do allow for making some improvised weapons into magical weapons. In bulk, even.
Arrows, for melee, are considered improvised weapons. Arrows can be made out of special materials, and can be enhanced like non-improvised weapons.
That is, of course, because they are also considered as ammunition.
But that +1 Bane: Human, Holy arrow would still retain those enchantments if you used it as a melee weapon in your hand instead of firing it from a bow of some sort.
Have a nice day.
BAM, great example!
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Under the Equipment section, there's the big Weapons header and underneath it has the subtypes that talk about Simple/Martial/Exotic, One Handed, Two Handed etc. The last Subtype it lists is Improvised. Since it's under the big Weapons section of the Equipment chapter, they are considered weapons.

hello, my name is ninja wrote: Todd Morgan wrote: Incorrect assumption; your post was read, just disagreed with.
A +5 holy adamantine rolling pin is still an improvised weapon because there is NO rule that states that once you start adding enhancement bonuses to improvised weapons, they cease to be classified as Improvised.. The same way you can add enhancements to a Simple weapon and that will never make it Martial or Exotic. You are creating rules for the system that simply don't exist.
You agree that Improvised weapons can be made out of special material and then enhanced. What rule are you using that says enhancing it changes it's weapon type? What type does it change to? Simple? Martial or Exotic?
I'll make it easy for you, there isn't a rule out there that states that the weapon type changes. Therefore, your enhanced Improvised Weapon is still an Improvised Weapon.
Except that you can't make an Improvised weapon masterwork. If you do that then YOU start adding rules that don't exist. If you could, then yes you could enchant the weapon. But because you can't, as being a masterwork weapon (not tool) is the requirement to enchant, you can't enchant it.
I love these types of characters. Love love love! But you're going to taking some penalties for the sake of the character, and a magic weapon is one of them. You could, however, play someone who enchants the weapon they're holding, such as a magus or paladin, but you;d have to spin the back story abit. An Improvised Weapon is still classified as a 'Weapon' so why wouldn't you be able to apply the Masterwork Weapon quality to it? On that, Jiggy and I are both in agreement.
Jiggy wrote: Do you honestly believe that a +1 flaming [whatever] can be "not designed for combat"? If not, then it no longer qualifies as improvised, as per the rule you quoted yourself. If you DO think you can point to an object that's glowing from its piles of weapon enhancements and honestly say "Nah, that's not meant to be a weapon", then you're just being asinine.
And either way, I'm done "discussing" with you. There's enough information in this thread to come to a conclusion; all that's left is for you to decide how much and which parts of the rules you're willing to abide by.
I'll take the high road and not be baited by your insults. Yes, the weapon is still improvised, because there is NO other weapon type that it can be.
You are free to make up all the rules you want in your own home games with Improvised Weapons turning into Exotic weapons after X number of enhancements, but in PFS we have to go by RAW, which doesn't state anything about weapon types changing.

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Jiggy wrote: Todd Morgan wrote: A rolling pin, no matter what material it is made out of, is still not designed as a combat weapon. I never contested this claim.
If you're going to argue, at least do me the courtesy of reading my posts before responding.
Yes, regardless of material, a rolling pin that is "not designed as a combat weapon" is an improvised weapon.
All I'm saying is that once you start adding enhancement bonuses, you can no longer argue that it's not, as the rules put it, "intended for combat". Maybe it started as an improvised weapon, back when it really was just a rolling pin... but there's no such thing as a +1 flaming holy weapon that's not built for combat. Incorrect assumption; your post was read, just disagreed with.
A +5 holy adamantine rolling pin is still an improvised weapon because there is NO rule that states that once you start adding enhancement bonuses to improvised weapons, they cease to be classified as Improvised.. The same way you can add enhancements to a Simple weapon and that will never make it Martial or Exotic. You are creating rules for the system that simply don't exist.
You agree that Improvised weapons can be made out of special material and then enhanced. What rule are you using that says enhancing it changes it's weapon type? What type does it change to? Simple? Martial or Exotic?
I'll make it easy for you, there isn't a rule out there that states that the weapon type changes. Therefore, your enhanced Improvised Weapon is still an Improvised Weapon.
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There is no room for level-headedness on these boards Jonriza!

Jiggy wrote: Todd Morgan wrote: Jiggy wrote: @Todd Morgan - With the caveat that his rolling pin no longer interacts with things like the Catch Off-Guard feat, sounds awesome. :) No it would, for two reasons:
1) Being that the adventurer still uses the rolling pin primarily for its designed use (making bread), it is still classified as an improvised weapon. If my Day Job is Craft (carpentry), can I call my light hammer or warhammer an improvised weapon? You sure are quick to contradict rules that you've already quoted yourself: the definition of an improvised weapon is not that it's used for other things, it's that it's not made for combat.
Quote: 2) What enemy would really thing a guy with a rolling pin is a threat? You just said it was glowing. How stupid are your NPCs? ;) There is no contradiction. Improvised weapons are defined as objects not made to be used for combat and/or not designed for use in combat. A rolling pin, no matter what material it is made out of, is still not designed as a combat weapon. Therefore using it IN combat would be an improvised use.
Jiggy wrote:
Come to think of it, is there anything besides Catch Off-Guard and Throw Anything that interacts specifically with improvised weapons?
Improvised Weapon Mastery
Jiggy wrote: @Todd Morgan - With the caveat that his rolling pin no longer interacts with things like the Catch Off-Guard feat, sounds awesome. :) No it would, for two reasons:
1) Being that the adventurer still uses the rolling pin primarily for its designed use (making bread), it is still classified as an improvised weapon.
2) What enemy would really thing a guy with a rolling pin is a threat?
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