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Count Lucinean Galdana

Wraith235's page

FullStarFullStarFullStarFullStarFullStar Pathfinder Society GM. 700 posts (710 including aliases). No reviews. No lists. 1 wishlist. 28 Pathfinder Society characters. 1 alias.


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Shadow Lodge *****

Looks like I ran past the edit mark

in conclusion IF retraining is done in Bulk then Class for Class is the safest way to go - as long as there IS Synergy and CAN be done in bulk- but if you've missed more than 1 PA / level it becomes impossible - and Synergy as we have seen is subject to individual GM interpretation

by the Numbers - if you can justify Uncanny, imp uncanny and sneak attack dont have a retrain cost (More than likely)
AND
the Ninja and rogue tricks as Identical and rule that they dont require retrain costs(this is 9 levels of Shady and has more bugs than a bait store) then Archtype is the way to go

either way I believe there is too much left open to interpretation of the individual GM's to not get a hard Ruling on this

Shadow Lodge *****

Andrew Christian wrote:

Wraith

Do the math for both doing it as an archetype, and doing it as a class.

When we see what the math actually is, maybe that will make a difference, or maybe it won't.

Regardless how you do it, I'd say it definitely has synergy.

Ugh you had to say that ... ok

Class
As we've seen if there is no Synergy - 7PA/ level
if there is Synergy - 5PA/level

Archtype Theory- Following the example given in Ultimate campaign you would only need to pay the cost once to Drop any given ability (thank god or this gets ugly)
Each ability is 5PA to Drop - for the purpose of this excersise I will Treat Sneak Attack and No Trace as 1 ability (or this breaks before we even begin) and use a 12th level model and only including the levels where an ability is gained

Max PA / level is 6

1st - 0-5PA
Poison Use 5PA
Sneak Attack 5PA
Total 10PA

2nd -6PA
Ki Pool 5PA
Ninja Trick 5PA
Total 20PA

3rd 12PA
No Trace +1 5PA
Total 25PA

4th 18PA
Ninja Trick 5PA
Uncanny Dodge 5PA
Total 35PA

6th 30PA
Light Steps 5PA
Ninja Trick 5PA
Total 45PA

8th 42PA
Improved Uncanny Dodge 5PA
Ninja Trick 5PA
Total 55PA

10th 54PA
Master Trick 5PA
Total 60PA

11th 60PA
Total 60PA

12th 66PA
Ninja Trick 5PA
Total 65PA

so following that ... a Straight class Ninja COULD Retrain at 11th (0PA Spent)or 12th level if they only ever spent 1 PA over their entire career

if this excersise had been done at the projected average of 4PA/ level it would be impossible - but then so would class even with Synergy

an Argument could be made for the Following
Sneak Attack - Both get the ability at Identical levels
Uncanny Dodge and Improved Uncanny Dodge - both get the abilities at Identical levels

This Thought IMHO Holds more water than the Following

Ninja Trick and Master Trick really puts us in the same boat either way we look at it - its either multiple entries or 1 entry with class feature retraining (since its different lists) - this is further supported via the following statment

SRD Sidebar wrote:


The retraining rules say, "If retraining a class level means you no longer qualify for a feat, prestige class, or other ability you have, you can't use that feat, prestige class, or ability until you meet the qualifications again." Therefore, if you retrain out of the base class and that causes you to no longer meet the requirements of the prestige class, you no longer have access to the class features from that prestige class, and therefore can't use that prestige class to meet the requirements of anything (including itself).

yes I realize this is quoting PRC's - but the ninja trick / master trick and Rogue talent / Advanced Talent are separate lists even tho the other side of the coin is that you can take the other classes Trick ability multiple times

and a combination of Uncanny dodge / improved Uncanny dodge / Sneak attack totals to 15PA Saved by level 8 which doesnt help much but does make it possible (40PA of 42PA possible total)

Tricks being removed from the calculation totals to an additional 30PA(5 at 2,4,6,8,10 and 12 Respectively) Saved at level 12 which would make this work - but an awful lot of YMMV and GM interpretation would have to go your way

there are a lot of other factors to consider as well - via the example on archtype retraining its concievable that you would have to pay for evasion, trapfinding, Trap Sense, and improved evasion Personally I dont think you would have to since the assumption with the Arctype theory is that Ninja is an archtype of Rogue so your only "Dropping alternate abilities"

but still the math doesnt add up when it comes to full Ninja Retrain without the stars aligning properly and the gods of GM'dom are completely on your side

Dips and partials builds is a different discussion - but this one as Ive said falls back into the question of - are you retraining in bulk or 1 at a time supported by the following

SRD wrote:
Example: Mark is playing a ranger 5/rogue 2, and has decided he'd like to retrain one of his ranger levels into a rogue level (so he has to find a 3rd-level rogue). When he completes the training, he immediately loses all benefits from taking ranger level 5 (base attack bonus, saving throw bonuses, Hit Dice, hit points, skill ranks, and class features), then gains 1 level in rogue, immediately gaining all the benefits of rogue level 3. Mark's character is now a ranger 4/rogue 3. This retraining did not change Mark's 7th-level feat.

on a Side note while scroling through Retraining I realise I was Wrong about the lack of presence of the Samurai, Ninja or Antipaladin ... it seems they are listed in the "Class Featurs" Section but that is the ONLY mention of Alternate classes

I know Ive said this several times but
Again - I am not questioning the Ruling which was made regarding Ninja and unchained rogue - all I am asking for is a procedural clarification on Alternate classes Retraining into their parents

Edit - Multiple edits based on fact and rules checking, Formatting and my disclaimer

Shadow Lodge *****

Weapon finesse and Dex to Damage for 1 weapon at 3rd and 11th level without a feats or enchantments - thats the big one and

in general its just better than the basic rogue

Shadow Lodge *****

as you can see 2 diferent people - 2 different opinions on the matter - and with unchained now out and all the ninja's wanting to become unchained rogues I see this question comming up a LOT more -

this is why Im hoping for some kind of official ruling

as I said I went through this months ago but over evasion and trap-finding, I was lucky to find my own way of making it work

Shadow Lodge *****

Ron Feldman wrote:
Wraith235 wrote:

A) is Retraining done in Bulk Rather than 1 Item at a time

B) does Ninja Consider to have Synergy with Rogue
C) do we treat this as a Class or an Archtype

A) That's up to you. You would only be limited by the amount of gold and prestige points you have available to pay for the retraining.

B) No. If you look just below the text you quoted, you will see the list of class synergies. Ninja is not listed there. Neither is Samurai.
C) Class. The Ninja is a class, not an archetype.

It seems, though, that you know this, but are rather looking for an exception to be made for the ninja (and perhaps the samurai). If that's the case, it would probably be better to state that explicitly in your initial post and the title of your thread.

no ... Im actually not looking for an exception but rather a ruling, I am well past my bout of retraining (added 2 levels of monk and 1 level of ranger to fix the issues)

but Look at
A) you cannot have both levels of Ninja and Rogue as per the Alternate class rulings
B) so then a 4th level Ninja CANNOT retrain into a 4th level Rogue due to PA Requirements (1PA/day = 7 days non synergy ... Max of 6PA / level)
C) I tend to agree tho there has been language in the past that make Alternate classes more akin to Archtypes than classes

Mike Stated that its possible to do it - Im just asking how

Shadow Lodge *****

so before I begin I want to make it clear that while this is NOT a request for any particular retraining .. but more about procedure and clarification on how to do it - I have also asked this question in the past but to no answer

Mike Brock Responded to a thread here

I don't want to be a ninja anymore why can't I rebuild my PFS Ninja for Free

again ... this is NOT questioning this decision and I would have responded there but it seems that the thread was locked before I got to it (at least it seems locked since I cannot respond)

Mike Brock wrote:


You can retrain rogue into unchained rogue or vice versa. You can not retrain ninja into unchained rogue unless you want to use the retraining rules already established.

cool thats the Ruling .. the last part tho makes me ask the question ------ how is this done

the retraining Rules State - Quoted from SRD due to ease of text copy / paste

Pathfinder SRD wrote:


One of the most critical choices you can make about your character is what class to choose when you gain a level.

In general, it takes 7 days to retrain one level in a class into one level in another class. Some classes are more suited for this kind of retraining, as they have a similar focus or purpose—this is called retraining synergy. If your old class has retraining synergy with your new class, retraining that class level takes only 5 days instead of 7 days. Determine class retraining synergies according to Table 3 –8: Retraining Synergies.

Most prestige classes have retraining synergy with base classes that share their common class features. For example, the arcane trickster prestige class requires and advances arcane spellcasting, so it has retraining synergy with all arcane spellcasting classes. It also requires and advances sneak attack, so it has retraining synergy with classes that grant sneak attack. The GM is the final arbiter of whether or not a prestige class has retraining synergy with a base class, but should err on the side of generosity—if you would rather spend time retraining levels over and over again instead of adventuring, that is your choice.

now when you get deeper into this you have to take a look at how Alternate Classes are worded

Pathfinder SRD wrote:


Alternate classes are standalone classes whose basic ideas are very close to established base classes, yet whose required alterations would be too expansive for an archetype. An alternate class operates exactly as a base class, save that a character who takes a level in an alternate class can never take a level in its associated class—a samurai cannot also be a cavalier, and vice versa.

as far as I can tell Class retraining is done 1 at a time not in bulk and also from Highest level to lowest so the question of procedure becomes important

so a Ninja 6 Wanting to retrain into Rogue would have to go by Steps (theoretically)

so the particular questions are

A) is Retraining done in Bulk Rather than 1 Item at a time
B) does Ninja Consider to have Synergy with Rogue
C) do we treat this as a Class or an Archtype

there are probably another few that I could tack onto this but they arent coming to mind

Shadow Lodge *****

Ferious Thune wrote:


Talking is a free action in game. Why is asking a question and discussing what's best in the situation so hard out of game?

Sadly I think that if I had to put money on it - your statment is the origin of my question - at least where this particular FLGS is concerned ... there are a couple of players and GM's that take a hard line on tactical communication - and I mean a HARD Line - for example Statments like "A Round is 6 seconds your taking longer than that here"

so to Follow the logic down its path

Little Tactical Communication allowed = no time for permission to be given or not given = no AE's on players

yes I realize that this is an entirely different subject - and I am not trying to shift topics - just what you said was a bit of a realization to me

Shadow Lodge *****

trust me I am well aware of all the yes's, No,s , Corner cases, fringe events, Failed saves, Natural 1's and all that

my main thing is before I take this to the store coordinator and VL of the Store I want to make Absolutly sure that I am in the Right here

Shadow Lodge *****

the FLGS I have been playing at recently has started quoting a rule change on AE Spells from players with other players in the Area

the rule they are quoting is that it cannot be done - Period - Regardless of if the other players consent or not -and presumably regardless of weather the attack would actually kill the PC

this also came up last week while spending a standard action to Wake a PC that was under the effect of Deep Slumber I was asked "Would this fall under hurting another PC?"

ok ... sure if such a rule exists Im all for it.

only 1 problem - I cannot Find it in the PFSOPG, the only rule is

PFSGOP wrote:
In short, you can never voluntarily use your character to kill another character—ever.

again if there is a rules change then fine - but Id just like to see a source, I can think of 1 situation off the top of my head where this kind of Ruling would be more harm than good - Swarms

Edit ---edited for format and examples

Shadow Lodge *****

there is a formula for +24 on a cleric with noble scion of war

Shadow Lodge *****

ah when did this get clarified ?

Shadow Lodge *****

one thing I do for myself to make things easier on GM's who wish to do audits is to create an extra Document summarizing anything for that particular character that is from a source other than the CRB itemized by catagory
Race
Trait Feat etc.

as well as any rule thats been FAQ'd (Qinggong Monk, Various mystic theruge early access rules)

the one issue is that for wizards .. it can become a big document

Shadow Lodge *****

I too agree that the time constraints at large events makes auditing nearly impossible

my big thing is I ask if they have any major Shenanigans that they feel I should know about and then I move on from there ... most of the time what ppl believe are shenanigans are some of the bottom tier power level stuff that 90% of Big time GM's are aware of

I have had 1 instance where I probably Should have audited a character since the math was not lining up (still not sure how a bard can put out +8 to hit and damage - 6 I get ... 8 not so sure) but it was an online event and it was my fault for allowing it to slip through the cracks

Shadow Lodge *****

yes I have had a witch in the group .. and yes I have dealt with high level / High DC Slumber Hex - but even those only last Rounds / level + there are ways around it (if he has friends they can take a standard action to slap their boss and wake him up) and then he generally cannot be hexed again for 24 hours

this one is Days / level ... and restricts you to a single move action that if you cannot move 65+ feet in 1 move action AND if the scenario is not a "Fight till the death" Situation there is no way around it (mind affecting aside) AND its a 3rd level spell maybe Im missing the mark but there are very few total shutdown spells at 3rd lvl with a duration greater than rounds / level

Shadow Lodge *****

now I have no Issues with Save or Suck spells but this one gives me some pause especially within a PFS Setting

ran into a player with this spell the other day when I was running a new season 6

this particular scenario the BBEG was a "Fight till the death" in a relativly enclosed space ,and had me call the fight as soon as the spell landed and the BBEG Failed the save

1 day/ level on a lvl 3 spell that causes the target to be nauseated when within 60 feet of the designated creature is a bit overpowered

My main curiosity is if anyone else has had issues with this particular spell

Shadow Lodge *****

I asked this question a while back in Regards to Boon Companion which appears in both the Animal Archive and the Seeker of Secrets

Back when I asked the question I owned Seeker of Secrets I was Told that either Source was fine - of course both sources were legal

I also agree that this is likely an oversight

I will Also add that the PFS Field Guide is almost a MUST HAVE book

Shadow Lodge

I asked this question in the rules thread Here but got no responses

the basis of the question is - can a Spirit guide Oracle Choose the same Wandering Spirit as the mystery they selected (e.g. Life Oracle Choosing Life wandering Spirit)

Shadow Lodge *****

I have a few questions about 2 of the creatures in this scenario

Spoiler:
Chainsaw Azer and Jethzerai(a different question at each teir)

Both of these Creatures use Timeworn equipment
the Azer uses a Timeworn Chainsaw

and Jethzerai uses the following
timeworn Zero pistol,
timeworn Jetpack (Arcane bonded Item)
Timeworn inertial dampening belt

and at tier 8-9 Jethzerai has 1 level of technomancer which allows him to recondition 1 Timeworn Item into a normal technological Item

So
#1) when these creatures activate their Items the 1st time - do I roll on the timeworn chart ?

#2 the Jetpack is listed as Jethzerai's Bonded Item - Arcane bond Rules as follows

Paizo PRD wrote:

Wizards who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be held in one hand. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly.

A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard's level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard's opposition schools (see arcane school).

A wizard can add additional magic abilities to his bonded object as if he has the required item creation feats and if he meets the level prerequisites of the feat. For example, a wizard with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see the Craft Magic Arms and Armor feat in Feats). If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.

If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares his spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A wizard can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.

wouldnt that allow him to act as tho he had the Craft Technological Item (of course the question of a Laboratory is still unanswered and if the assumption is he has no access to a military lab makes this whole point moot) and make the jetpack a MW (Non timeworn) Item allowing him to recondition a different Item

#3 Assuming the answer to #1 is yes and #2 is an oversight at tier 8-9 which Item does jethzerai use his recondition ability on since he would not need to use it on his Jetpack

#4 Shouldnt the jetpack on the chronicle sheet be a MW Jetpack as noted above

#5) As per the additional Resources

Additional resources wrote:

Pathfinder Campaign Setting: Technology Guide

Archetypes: all archetypes on pages 12-13 are legal for play, except Cyber-Soldier and Techslinger; Equipment: None of the equipment is legal for play; Feats: all feats on pages 6-7 are legal for play, except craft cybernetics, craft pharmaceutical, craft technological arms and armor, and craft technological item; Misc.: Androffan may not be chosen as a known language. It may only be acquired through a Chronicle sheet; Prestige Class: the Technomancer prestige class is not legal for play; Skills: all skills on page 5 are legal for play, except linguistics (Androffan); Spells: all spells on pages 8-11 are legal for play, except irradiate, memory of function, and recharge.

Jethzerai has in his Spell book Irradiate and Recharge - assuming a Wizard exists in the Group are they allowed to Scribe these Spells and then use them even tho they are not on the chronicle sheet ?

if yes - was this an oversight
if no was this intended

as I am running this scenario this coming saturday any type of swift answers would be apreciated

Shadow Lodge *****

first - I really like this scenario and am looking forward to running iot this saturday

2nd -the map makes baby jesus cry, is there anything wrong with aligning the map up to use full map squares - I am not geometrically inclined and will murder the map otherwise

Shadow Lodge

Im gonna bet noone saw this - I hate bumping but I wouldnt mind some other opinions

Shadow Lodge *****

you couldnt false focus it anyways ... its divine

Shadow Lodge *****

A lot of people went paladin in order to bypass the DR issue - now DR is no longer a problem.

this in a situation where had the ability been this way to start the paladin choice would never have been made

Shadow Lodge *****

1 person marked this as a favorite.

the scroll in a spring loaded sheath is very much a YMMV as has been covered extensively elsewhere

I know of a table at paizocon that it came up at and the GM Ruled against it ... cost a PC the res / resto costs

Shadow Lodge *****

I have a character that plans to do this ... but there will be 0 component cost due to false focus

Shadow Lodge

TL:DR

dunno if this has been considered or not but combine it with paladin or the hellknight PrC

Smite evil/chaos = no DR

and this was on a PFS Character

Shadow Lodge

so 1st off this is a PFS Character

tonight I was examining the possibility of retraining my Life Oracle into a Spirit Guide Oracle when I ran into something

Note - Lots of Rules will be quoted and I'll be using the SRD for easy quoting

the point of question is the Following

Pathfinder SRD wrote:
At 3rd level, a spirit guide can form a temporary bond with a spirit, as the shaman's wandering spirit class feature. She must make this selection each day when she refreshes her spells. A spirit guide cannot bond with a spirit that is incompatible with her alignment, ethos, or mystery (GM's discretion).

so Lets Take a look at the spirit text from Shaman

(yes I realize that the Shaman doesn't gain the spirit ability but for this question I believe it becomes Relavent)

Pathfinder SRD wrote:

A shaman forms a mystical bond with the spirits of the world. She forms a lasting bond with a single spirit, which grants a number of abilities and defines many of her other class features.

At 1st level, a shaman gains the spirit ability granted by her chosen spirit. She adds the spells granted by that spirit to the list of spells that she can cast using spirit magic. She also adds the hexes possessed by that spirit to the list of hexes that she can use with the hex and wandering hex class features.

At 8th level, the shaman gains the abilities listed in the greater version of her selected spirit. At 16th level, the shaman gains the abilities listed for the true version of her selected spirit.

If the shaman takes levels in another class that grants a mystery (such as the oracle), the spirit and mystery must match, even if that means one of them must change. Subject to GM discretion, the shaman can change her former mystery or spirit to make them conform.

Pathfinder SRD wrote:
At 4th level, a shaman can form a temporary bond with a spirit other than the one selected using her spirit class feature. She must make this selection each day when preparing her spells. While this feature is active, she gains the spirit ability granted by the spirit. She also adds the spells granted by that spirit to her list of spells that she can cast using spirit magic. She does not add the hexes from her wandering spirit to her list of hexes that she can choose from with the hex class feature. At 12th level, she gains the abilities listed in the greater version of her wandering spirit. At 20th level, she gains the ability listed in the true version of her wandering spirit.

so the Question is - based on the Following lines of text - can a Spirit Guide Life Oracle take the Life Wandering Spirit as so many have suggested for this Archtype

Pathfinder SRD wrote:
If the shaman takes levels in another class that grants a mystery (such as the oracle), the spirit and mystery must match, even if that means one of them must change. Subject to GM discretion, the shaman can change her former mystery or spirit to make them conform.

and

Pathfinder SRD wrote:
At 4th level, a shaman can form a temporary bond with a spirit other than the one selected using her spirit class feature

Or because an Oracle does not gain the Spirit feature do they ignore it

My Gut is they Could not since the mystery must match the spirit .. and the wandering says a spirit Other than that chosen by the spirit (that must match the mystery)

Edit - cleaned up some useless text

Shadow Lodge

question about these products ... do they include Maps for the dungeons ?

Shadow Lodge *****

sorry no ... my issue is that I play there when I can ... my life schedule is rather wonky - the events are where I get my game on since I can plan around them

Shadow Lodge *****

check out the pathfinder society online collective google group ... Im expecting another event in the next few months

the events are also generally posted here somewhere as well

Shadow Lodge *****

1 person marked this as a favorite.
Tsriel wrote:
Kyshkumen wrote:
I see this complaint a lot still and I do not really see it as a valid one anymore. There is a very strong online community with 4 and 5 star gms and online conventions for both VTT and PbP, they even give out boons. The games are there you just need to look a little harder. Try reaching out to one of the Online VOs (yes there are specific VOs just for online play) who would love to show you how to get started.
That's a fair statement to make. However, not every online convention gets Paizo support. To further complicate matters, those conventions are still held to a standard that's expected for RL conventions in order to qualify being able to run special events. Speaking from experience, that's rather extraordinary for it to occur.

as a member of the online community allow me to state that what you have said ... that couldnt be farther from the truth

Joe Cabau(sp?) and now Jesse Davis, Along with Arthur Perkins and Brandon Cecil have done an AMAZING job with the online community -

there was only 1 convention online that did NOT have con support - and it was a cluster from the word go, Reporting was a mess, Organization was abysmal, it was simply NOT handled well- it was also NOT organized by the PFS online VO's and truthfully had very little to do with them (not for a lack of trying)

that said I personally have attended and GM'ed at 5 online conventions (IIRC)and in them I have played
Year of the Shadow Lodge
Bonekeep 1
Bonekeep 2
Bonekeep 3

and I have GM'd
Bonekeep 1
Bonekeep 2
Bonekeep 3
Blood Under Absalom
Race for the Runecarved Key
Siege of the Diamond City
Legacy of the Stonelords

and have recieved boons from each and every convention I have GM'd at .. and won some for playing - aside from the one mentioned above

Each Special had over 50 players signed up to play it and the total convention table count was 60+ IIRC

maybe you were a participant in the 1 con I mentioned above - and ATM I cant even remember what it was called - but if that was your only experience then I would urge you to come try again on one that the VO's put together as it is a uch different experience

edited for context and punctuation

Shadow Lodge *****

any update on if bonekeep 2 is going to become an EX ?

Shadow Lodge *****

1 person marked this as a favorite.

wanted to drop this here again in case the new seekers arent aware of it

lvl 12+ character list.

Shadow Lodge *****

just be aware ... multiple castings of deeper darkness dont stack nor do multiple castings of Daylight

and Daylight entering the area of deeper darkness returns to "Prevailing light conditions"

underground is still going to be natural darkness

Shadow Lodge *****

Nefreet wrote:
Wraith235 wrote:

-----MT to be gets to decide to follow the path of the Divine or Arcane

-----Arcane Trickster - Pick one - sneak attacker or Spellcaster
-----EK - Pick Arcane or Martial (intentionally leaving out the magus 4 EK build)
I cant remember the 4th one - Im tired
Bloatmage

I was under the impression that bloat wasn't TOO Terribly affected by this. I mean full casting progression .. 6th level entry vs 2nd sure .. but hardly a in the same catagory as the MT, EK, and AT

Shadow Lodge *****

I have a suggestion ..it likely wont go anywhere but at least its an attempt

so the typical Early entry was based on a few things if I am not mistaken - FYI I have a character that is past the Mark and will remain unchanged by this ruling

2 classes
Stats

so people want rebuilds .... Mike and John don't - and the adjucation argument is a VERY Valid reason

so why not Split the baby as it were
now this will only work for multi class access

Rather than a full rebuild - Pick one

Meaning ability to Retrain 1 Class -

-----MT to be gets to decide to follow the path of the Divine or Arcane

-----Arcane Trickster - Pick one - sneak attacker or Spellcaster

-----EK - Pick Arcane or Martial (intentionally leaving out the magus 4 EK build)

I cant remember the 4th one - Im tired

I believe this would be easy to adjudicate since if you have the preceding combinations its fairly obvious where you were going

Unfortunately .. Stats is a bigger issue ... and I recall back to the banning of 5 archetypes that stats were allowed because of 1 of those 5 - Synthesists - Those characters were TRULY unplayable after the archetype was dumped

but the original argument was "a character can be played with any stat set" and outside of the synthesist that was absolutely true

----- Edited for generalization of Roles

this suggestion ges everyone some of what they want - players get to have functional PC's without the massive expenditure of Prestige .... Staff gets a moniker of control in Limiting the abuse of full rebuilds

Shadow Lodge *****

UndeadMitch wrote:
For higher-tier antics, I really enjoyed Lost at Bitter End. It takes place in a corner of Golarion the Society seldom visits, has some good atmosphere, and has a pretty solid final fight.

I concure with this ... I would love to see more scenarios in that area

it really forces an entirely new Dynamic into things

Shadow Lodge *****

CR+1 then to include the heavy horse ?

ya that makes a lvl 3 able to buy a Tiger ... but I dont think that would trivialize combat any more than a lvl 5 PC ending up on the wrong side of a scenario at subtier 1-2 with a bunch of lvl 1's

the other Idea I was thinking would be a headache for GM's and thats to calculate subtier with non class feature animals included

Shadow Lodge *****

last tine I ran through this that phoenix kicked our trash

I took my ninja ... invis / stealth / reduce person Every buff our prty had .... and sleight of handed the ring off the guy in the middle

then turned the phoenix on them

Shadow Lodge *****

I could support increased cost for more content but IMHO 2 things need to happen

A) season based cost - I really like the .99, 1.99, 2.99 etc. Idea
B) 12+ scenarios

I have 3 characters at 12+, a 4th close and several 8's & 9's I would love to see 2 scenarios a year designed for 12-16 APL (12-13 and 15-16 subtiers)

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Tamec wrote:

Uh Carrion Crown was sanctioned January 2014.

Typically what I've seen is the latest AP gets sanctioned and then if the Campaign Leadership has time they finalize sanctioning of an older AP.

yup your right my brain was reading 1 and thinking another

I meant Serpent Skull

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Mekkis wrote:

Not only are they stupidly powerful, especially with the variants being around, they break any scenarios that rely on spells like dominate person, charm person and the like.

only tiefligs did that ... Aasimars had an alternate racial trait called Scion of humanity - they now count as humanoid for the purposes of spells

I know I personally took it on every Aasimar I ever made since I just didnt want to deal with always checking

but yes they were overpowered - especially aasimars

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no they are just behind on sanctioning things

we have the following were waiting on

Carrion Crown
Kingmaker
council of thieves (See Below)

Daughters of Fury
Giantslayer

ok so were really not waiting for the last 2

I know there was a cut off I just cant remember if it was kingmaker or council due to edition things

Mummys Mask was the last AP they sanctioned and it was several months ago that it was 4-5 months ago IIRC

Tears at Bitter manor was the last module that was sanctioned and it was very recent

+ you have the ramp up for Con season happening now ... (PaizoCon in July and GenCon in August) - youve seen the call for volunteers go out for both of these recently

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I have run the scenario mentioned previously ...

and I personally watched 1 PC Wreck the entire scenario up until the final fight it was a Heavens Oracle with Mythic Color Spray (60 ft Cone)

Encounter 2 - 1 round ... Failed save

Encounter 3 - 1 or 2 rounds - 2x failed saves from 60 ft away (those of you who know this scenario know how signifigant that is)

I agree - leave Mythic where it belongs, IMHO it has no place in PFS no matter where its placed

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Chicken-Chucks

Nun-chickens

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also the Beginning of the Wrath of the Righteous AP tells you exactly why the wardstones failed

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The Fox wrote:
Wraith235 wrote:
Andrew Christian wrote:
I may be mistaken, but I thought you had to actually play the tiefling or aasimar, not just simply assign a pregen credit to one.

yes you are mistaken

Blog entrey wrote:
Beginning on August 14th, creating an aasimar or tiefling character will require a special Chronicle sheet, as was the case years ago. The exception is any aasimar or tielfing character with at least 1 XP; these characters are grandfathered into the campaign.

He's actually correct.

Here are the chronicles for my -9, which was at one time an aasimar:

5/9/14: Assault on the Kingdom of the Impossible.
I played a halfling that I didn't really care for, so I had already planned to rebuild that character.

6/21/14: Risen From the Sands.
That module is higher level, so I had to apply that chronicle later.

7/23/14: Master of the Fallen Fortress.
I played Amiri.

7/29/14: The Darkest Vengeance.
I played an aasimar barbarian.

After that, I GMed a couple of scenarios, then rebuilt the character into a Core race character.

But I don't know what Andrew's point is.

apparently I missed that post , tho it is on page 14 so one would have to be really OCD or watching that thread closley to find that(I wasn't)

Sorry Andrew

but either way .. hes 1/2 mistaken - GM credits count as long as there is a notation on the chronicle sheet

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Andrew Christian wrote:
I may be mistaken, but I thought you had to actually play the tiefling or aasimar, not just simply assign a pregen credit to one.

yes you are mistaken

New Options.

Blog entrey wrote:
Beginning on August 14th, creating an aasimar or tiefling character will require a special Chronicle sheet, as was the case years ago. The exception is any aasimar or tielfing character with at least 1 XP; these characters are grandfathered into the campaign.

yes the discussion goes on to talk about making 10 aasimar or tieflings , and playing the confirmation an equal number of times

so there are some things that could be argued there (that's a bear I wouldn't want to poke tho)

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Avatar-1 wrote:
pauljathome wrote:
Robert Hetherington wrote:


I think a good general answer here would help guide individual policy.
Allow rebuilds more freely.

Agreed. John mentioned that rebuilds are jarring to that character, but I think a lot of people who've been through retraining would disagree. It's a superior option to losing the character's focus and being able to do nothing about it.

As far as sorting out characters who "didn't quite get there", the honour system should apply here to allow a minimal rebuild, using the player's best judgement. Honour system applies, everyone's happy.

TBH I agree with John and Im living proof of it

Retraining and rebuilding are 2 very different things

on my shelf is an 8th lvl PC that has been collecting dust since the Ban Hammer came down on Synthesists, Master summoners, Undead lords, Vivisectionests, and gravewalker witch (last one is an IIRC)

I've had some flitting Ideas with what to do with it ... but nothing has really stuck to the personality of the PC (it was an undead lord) and due to those rulings I have a full rebuild with the character other than the race

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Gnome Druid HAHA ... No

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to be completely honest I think the major issue with this is that these rules existed in the 1st place

yes I have one of these and so do others in my home games as well but when these rules came out every one of us said "not in my home game"

that said ... this late in the game I agree that John and Mikes decision was probably the best way to do this ... I think the only thing I would change would be to give characters through the weekend to get 1XP under that characters belt with the PRC in place as a "Nod" to GM's who have built these characters on GM Credit because we all know at least some people who GM so much that they don't get to play

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