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Wraith235's page

FullStarFullStar Pathfinder Society GM. 358 posts (362 including aliases). No reviews. No lists. 1 wishlist. 8 Pathfinder Society characters.

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Andoran **

additional resources wrote:

Pathfinder Campaign Setting: Seekers of Secrets

Advanced ioun stones are not legal for play.

to clarify this statment .. are you refering to the Ioun stones that appear in this book on page 44 and 45 ?

or are you refering to the Paragraph before the amber spindle entry

Andoran

I just wanted to throw this at you guys ... if you can fit Flagbearer feat in there ..banner of the ancient Kings ... and a Courageous Weapon ... Moment of greatness is an amazing Spell

Flagbearer +1 Morale
Banner of ancient Kings makes that a +2
Courageous weapon = +1/2 the weapons bonus (Min 1)

Andoran **

new seasons Launch at Gencon

Andoran **

The printable maps in some of the prep areas dont print to 1 inch Scale

thats something Id like to see fixed

(Golemworks and disappeared are 2 examples I know of for certain)

as my artist skills are Lacking and I hate drawing complicated maps

Andoran **

*Sarcasm on*

Awwwww come on ... hasnt aanyone ever watched anime

*ducks the flying fist*

*Sarcasm off*

Andoran

nope ... not on this one ... its a PFS Based question .. and I was expecting the answer to be no ... I was just seeing if I had missed something

Andoran

didnt think so

Andoran

in the description of animal companions it says

SRD wrote:
Animal companions with an Intelligence of 3 or higher can select any feat they are physically capable of using. GMs might expand this list to include feats from other sources

my question is ... do animal companions ignore racial requirements on feats ...

e.g. Badger taking amplify rage (Orc, Half-Orc requirement)

Andoran **

Good Luck Majuba ... Im just finishing the Arc ... its nasty

my advice is unless your players are Ultra beastly ... dont run it with less than 6

Andoran **

Dragnmoon wrote:

This Thread reminds me of this scene

Edit: Game Of Thrones Season 2 spoiler if you have not seen it.

I hereby declare Dragnmoon - winner of this thread

Andoran **

I agree ... Im just trying to confirm that the mechanics are correct on my end

Andoran **

Running a scenario on wednesday that has an automatic reset incendiary cloud trap that SHOULD trigger 5 times before the PC's can get out

that description alonw should tell some of you what this is

Im looking at this and the math gets kind of staggering

1st trigger - 6d6 damage

2nd trigger - 6d6 damage +6d6 damage(Duration)

3rd Trigger - 6d6 damage +12d6 damage(Duration)

4th Triger - 6d6 damage +18d6 damage(Duration)

5th Trigger - 6d6 damage +24d6 damage(Duration)

reflex save for 1/2

am I looking at this right ... or do multiple cloud spells in the same area not stack and if so ... what page # is that on

Andoran

Blackdragondisciple wrote:
Good enough. I do not want either of them. But I do not know about the spell like abilities and skills part. If they are replacing or adding.

this is why you should get ahold of the book ... it explains everything on how they work

Andoran

those are Race traits (remember you get 2 traits for PFS Characters) but they cannot both be from the same catagory ... the 2 you mentioned are "Race" catagory

Andoran

nope thats 100% legal ... the part I was talking about Not being legal is the chart on page 30 - the Random tiefling features

Andoran

ikarinokami wrote:
ring of sustanance and two hours rest

or a clear spindle Ioun stone inside a wayfinder and get the resonance bonus

Andoran

I know your rulings aren't official ... but I'm having some issues (and I know others are as well) with a certain aspect of how Archetypes function with other Archetypes

2 examples come to mind quickly ... Qinggong Monk and Crossblood Sorcerers

both of these Archetypes Provide Options Rather than outright replacing Class features ...

SRD wrote:
A character can take more than one archetype and garner additional alternate class features, but none of the alternate class features can replace or alter the same class feature from the base class as another alternate class feature. For example, a fighter could not be both an armor master and a brawler, since both archetypes replace the weapon training 1 class feature with something different.

the question comes down to ... does the inclusion of options constitute altering a class feature

Andoran

StreamOfTheSky wrote:

I don't see what it matters if they are "options." If you are a Qinggong Monk, you could not take a single ki power and still be a Qingong Monk. You don't alter a class feature until you actually choose to swap it.

But PFS is a crap-shoot, I agree. Has this been settled officially? I thought it was, but can't find anything now.

It's amazing how one overly broad word in the archetype description can shut off common sense so easily. Pfft..."altered"....

yup ... I hate it ... utterly hate it ... Im going through a big thread on it ATM as well as watchign this one to see if Ive missed something ... thus far all Ive seen is "no response required" which IMHO is the weakst response ever (on a 33 FAQ request thread even)... if this was a home game Id say go for it ... PFS .. YMMV and be prepared to be hit with a pregen or have an alternate version of the character (which SHOULD be easy enough to have for a Qinggong) without the swapped abilities

Andoran

Additional resources wrote:

Pathfinder Player Companion: Blood of Fiends

*Note: Tieflings may only be half-human. Other races, including but not limited to dwarf, elf, gnome, halfling, half-orc, tengu, and any other race, are not legal in PFS.

Bloodlines: daemon bloodline is not legal for Pathfinder Society; Feats: all feats on pages 24–25 are legal; Heritages: all heritages, and associated traits, on pages 18–23 are legal; Magic: bard masterpieces are legal; Other: variant tiefling abilities are not legal for Pathfinder Society; oracle curses on page 26 are legal; Inquisitons on pages 26–27 are legal; Subdomains: all subdomains on page 15 are legal; Traits: all traits on pages 30–31 are legal

so yes it is

the variant Tiefling abilities are the random roll stuff so not legal (tho Ive not seen anything mention them)

Andoran

its the same argument about combining a crossblood and Tattooed sorcerer

all Crossblooded does it give options ... Tattooed replaces 2 bloodline powers and 1 feat .... things that were already altered by crossblooded

and unfortunatly adding Options ... is by definition altering the abilities

again .. I HATE it ... it SHOULD work ... but by RAW at a PFS Table Id have to hand someone a pregen

StreamOfTheSky wrote:

http://www.d20pfsrd.com/races/other-races/featured-races/arg-tiefling

Other Tiefling Options
Source: Pathfinder 25: The Bastards of Erebus

Seems to be from there. If it needs a feat that's pretty bs, though. Aasimar has no stat penalty at all and doesn't need a feat.

check the book Blood of the fiends .... they included the Variant heritages in that book and removed the need for Fiendish heritage

Andoran

if there's been clarification .... Ive not seen it (but would be glad to see it)

Andoran

with the right trait - Wisdom of the flesh -... wis can sub for a Strength / Dex / or Con Skill

also if you dipped 1 level into cleric ... take the sepratist archtype with Irori as your deity

you take the Conversion inquisition as your deitys Primary domain (Wis to Bluff / Dip / Intimidate instead of Cha) and then travel as your sepratist domain for an extra 10 ft base move ... use of Cure wands ... a channel (only 1d6 but whatever) and IMHO a better option than inquisitor

galahad2112 wrote:

Just my 2 cp here, but...

Don't even worry about that amulet of natural armor. By the time it's a fiscally responsible purchase, you can just use the Qingong swap to get Barkskin, which will last for a minimum of 40 minutes, so you'll probably only use it twice or so per day.

this gets really ticky tacky ... you then get into the issue of Qingong working with Zen archer ...

the issue comes in with "altering an archtype" and unfortunatly giving options is a way of altering ... dont get me wrong I hate it ... but I dont think its legal

Andoran

so I have a character that got the ban hammer back in August ... and its been collecting dust for a while .... I still havent played it so I have rebuild options still

I rebuilt it once and tested it in an non PFS Game ... unfortunatly I really felt like a Dalek (EXTERMINATE !!) so I scrapped the Idea for the most part -----this is currently an 8th level character

during a discussion at Dennys with some friends the following Idea was explored

Barbarian 1
Fighter 1 (because the lvl of fighter was not an effected class I have to keep it
Inquisitor 3
Druid 3+

I know what your thinking ... OMFG this is a mutt !!!

the Idea behind this build is to synergize everything to a druids animal companion as well as Wildshape / rage

the build goes as follows

Berserker of the Society (+3 rounds of rage)

Str 14
Dex 12
Con 16
Int 14
Wis 14
Cha 8

lvl 1 Barbarian(1)
(lvl1)Raging Vitality
(Human) Racial Heritage(Orc)

lvl 2 Fighter(1)
(f1b) power Attack

lvl 3 Druid(1)
(lvl3) Boon Companion,
Nature Bond(badger)

lvl 4 Inquisitor (1)
Travel Domain

lvl 5 Druid (2)
(lvl5)Extra Rage

lvl 6 Inquisitor(2)

lvl 7 Druid(3)
(Lvl7) ?????

lvl 8 Inquisitor(3)
Solo Tactics,
Teamwork Feat(Amplified Rage)

lvl 9 Druid(4)
(lvl9) Shaping Focus

the reason for the badger animal companion is for the amplified rage teamwork feat (with Solo tactics)making Rounds of rage +8 str +10 Con(Raging vitality)

and the Shaping Focus feat is to synergize and boost the Wild shape feature Preliminary math makes-a raging earth elemental
at 9th level +12 str +10 Con
at 11th level +14 str +12 con at 11th

I am fully planning to put the animal companions 4th level stat into inteligence to get it extra rage feat

as well as running with Wild Dragonhide full plate (the pricetag HURTS)

I also know I'll be dealing with a lot of table variation (GM's wont take kindly to earth elementals wielding Nodachi's)

my current issue is
2nd trait
7th level feat
Deity / Domain for inquisitor part (Im really leaning twords travel because of the full plate use)

Im willing to look at stats as well

feel free to toss your feedback at me :-)

Andoran

I have one .. for PFS ... and it is VERY Feat heavy ... making everything work is a bit of a nightmare

It took me 2 levels of fighter and a level of Monk to really work ... heres my build

Fighter / Spire Defender / Flowing Monk

Elf

Str 12
Dex 19 (+1 at 4, 8, and 12)
Con 10
Int 16
Wis 10
Cha 8

Traits: Adopted - Chainfighter - Shackleborn Tiefling
Traits: Two World Magic (Touch of fatigue)

(1)Magus

(Level 1)Weapon Finesse
(Free)EWP Whip,
(free)Dodge,
(free)Combat Expertise,
t

(2)Fighter(1)
(Fighter) Weapon Focus (Whip)

(3)Fighter(2)
(fighter) Improved Trip,
(L3)Whip Mastery

(4)Magus(2)

(5)Magus(3)
(Magus Arcana) Wand Wielder
(level 5)Serpent Lash

(6)Monk (1)
(Monk)Combat Reflexes

(7)Magus(4)
(Spire Defender) Arcane Augmentation
(Level 7)Imp Whip Mastery

(8)Magus(5)
(Bonus)Greater Serpent Lash

(9)Magus(6)
Empower Arcana,
(Lvl 9)Greater Trip

(10)Magus(7)

(11)Magus(8)
(L11) Greater Whip Mastery

get yourself a +1 agile Whip (Enchantment from Society field guide) allows you to add your dex to damage with a whip

eventually with enough dex Items your going to outgrow the mithril BP .. and your going to want celestial armor

Spring loaded wrist sheaths for Quick Wand draws to use with spell combat (I recomend True strike and shield)

Andoran

I myself have a whip Magus ... with both whip mastery and trip Tree .. with Combat reflexes and an 8 dex mod

so my typical turn is

Trip
take AoO from them falling down
Take AoO when they get up
Take AoO to Trip when/if they move after getting up (as long as its not a 5 foot)

it gets really ugly when I have 4 beasties comming in at me ...

and most of my group synergizes off of me with Combat reflexes and one with vicious stomp ...it gets ... messy

Andoran **

Chelish paladins are a difficult breed .....especiallly in eyes of the ten ...I emphasize this one because I'm currently running the arc for one ....and it gets TOUGH at times ....cheliax faction missions are flat punishing for paladins ..TBH that's one combo I would never do .....ever

Andoran **

Andrew Christian wrote:
Wraith235 wrote:

I'm hoping that's the case ...but as I said atm I only have the srd to go off of

Please don't use the d20PFSRD as your source.

Allow me to rephrase ...as I have not been able to look at a physical animal archive yet ...and I own seeker ....the srd is the only text I have to go off of for comparison

I apologize for my poor choice of words ....its been a long week and its not over yet

Andoran **

I'm hoping that's the case ...but as I said atm I only have the srd to go off of

And for the record this isn't something that will apply to me ...yet ....but I have a close friend whom it will potentially affect

Andoran **

so we all know that in order to use a Feat / trait ect from additional resources you must own the book

My question stems from the moving of Boon Companion from Seeker of Secrets to the Animal Archive

as I have yet to get my hands on the Animal Archive I must rely on the SRD for definitions ect.

the Wording between the 2 books is Minuscule

Seeker of Secrets - "to a maximum Bonus equal to your character level"

Animal Archive (Via SRD) - "to a maximum effective druid level equal to your character level"

I understand that nothing in Archive is legal for PFS until this coming week...

I also well understand that the most recent printing of a feat, trait ect. supersedes the previous but for those of us who may have bought seeker just for boon companion suddenly those peoples cost raises by 1/3rd for something they already had that was legal

my question is if we already own Seeker of Secrets ... will ownership of this book suffice for legality to use Boon Companion ?

Andoran

I have a bard Im planning and I made the decision ... yes I will get a familiar ... its kind of rough to do so because it requires 4 feats in the long run

Skill focus (Knowledge)
Eldritch Heritage (Arcane)
Improved Familiar
Celestial Servent (yes its an Aasimar)

I plan to have a Celestial Faerie Dragon as my familiar

only thing Im trying to figure is ... a 2nd trait and the faction

Andoran **

so I remember somewhere where it was said that when rebuilding a 1st level character you could rebuild into a race boon ...

my question is .. can you rebuild into the boon granted by completing the retirement Arc

Andoran **

there were some murmurs about Retiring Eyes of the Ten a while back due to all the confusion surrounding the 33 XP start point

I hope all that has been resolved tho

Andoran **

sad part is this has been an issue for a long time ... and its been reprinted 2 times with virtually the same wording

Andoran **

thats Kinda what I was thinking .. I just wanted to be sure

Andoran **

ok ... I started running my group through this today .. and my question is based on one of the contingency plans included in the Scenario

1st - the Group was able to Capture the Red Raven (Tremor sense / Earth Glide / Blessing of Fervor / Huge and trip= OP)

now in the Scenario there is a Line about his Cape being Retained as Treasure if he is captured or Killed ... but it does not show up on the chronicle Sheet

my question is ... how do we as GM's of this scenario handle his Cape ... is it just hand waved or what ?

Andoran

ok I think I see what happened (tho I cant confirm yet)

I just went out to my car to check that book because the SRD lists that Trait as "Tattooed Mystic"(Same Book Reference Same Text) and the book reads Varisian Tattoo ... I wonder if there's a statement somewhere where they renamed it because of the Identical name of the Feat or if the SRD renamed it so that it was "less confusing"

thanks for clarifying my confusion

Andoran

Im confused ... Varisian Tatoo is a feat not a trait unless Im missing something

are you talking about

Adopted - Gnome (Social)
Animal Friend (Gnome)

if so then Yes that is legal

Adopted Reads -

SRD wrote:
You picked up a race trait from your adoptive parents and society, and may immediately select a race trait from your adoptive parents’ race.

note a Race Trait is a Trait marked as (X) where X = a type of Race e.g (Gnome)(Elf)(Orc) ect

I cant remember where that clarification is unfortunately

the only hiccup is that Mike Said Adopted could not be used for things from the ARG (this one is from the APG so your good)

as for anything else beyond the Traits Im not sure ...

and Tattoo'd Familiar is part of the Tattoo'd Sorcerer Archtype - Varisian Tattoo only effects the caster level of certain schools of magic (and requires spell focus)

Andoran **

ok ... so after lots of thought I know how I'm gonna handle this .... thank you for the feedback

Andoran

I admit .... until yesterday I would not have allowed this ... as I assumed it worked that way .... now that I found the FAQ ... I know I was wrong

Andoran

Looks like I really need to study the FAQ because the answer was in there

FAQ wrote:

Acrobatics: How does Acrobatics (Core Rulebook, page 87) work when you use it to avoid attacks of opportunity? When do you make checks? How many do you make?

Acrobatics allows you to make checks to move through the threatened area of foes without provoking attacks of opportunity. You must make a check the moment you attempt to leave a square threatened by an enemy, but only once per foe. The DC (which is based of the Combat Maneuver Defense of each foe), increases by +2 for each foe after the first in one round. The DC also increases by +5 if you attempt to move through a foe. In the case of moving out of the threatened square of two foes at the same time, the moving character decides which check to make first.

For example, a rogue is flanked by a meek goblin and a terrifying antipaladin. The rogue move away from both of them, provoking an attack of opportunity from both, but uses Acrobatics to attempt to negate them. She must move at half speed while threatened by these foes and can choose which to check against first. If she fails a check, she provokes an attack of opportunity from that foe. If she makes it, she does not provoke from moving through that foe's threatened space this turn.

—Jason Bulmahn, 11/24/10

Emphasis mine

Andoran

yes .... but the only part I was interested in was this ....

since Acrobatics only references Threatened squares as double movment ... and not acrobatics as a move action

whats your thoughts on a combination of normal moves and acrobatics 1/2 speed squares in combination

Andoran

1 person marked this as FAQ candidate.

a friend of mine pointed out to me something about acrobatics and its raised some questions in my Mind

the way that Acrobatics is Worded is when using it to move through a threatened square you move at 1/2 speed

By RAW Acrobatics is not a move action ... its a mode of movement and seems to support moving normally ...and making the acrobatics squares as 1/2 movement

SRD wrote:
In addition, you can move through a threatened square without provoking an attack of opportunity from an enemy by using Acrobatics. When moving in this way, you move at half speed. You can move at full speed by increasing the DC of the check by 10. You cannot use Acrobatics to move past foes if your speed is reduced due to carrying a medium or heavy load or wearing medium or heavy armor. If an ability allows you to move at full speed under such conditions, you can use Acrobatics to move past foes. You can use Acrobatics in this way while prone, but doing so requires a full-round action to move 5 feet, and the DC is increased by 5. If you attempt to move through an enemy’s space and fail the check, you lose the move action and provoke an attack of opportunity.

whats your thoughts ?

Andoran **

as a Note or suggestion ...

For Matrimony influence tracker (BTW I LOVE IT)

Might I suggest each NPC's name be entered into the slots as well as the addition of 1 more space since the tracker is short 1 space for the total ammount of NPC's

Andoran **

just a simple question

10 miles off the southwestern tip of the Isle of Kortos

25 miles west of Absalom

would you allow Absalom related Social influence boons to count ?

Andoran **

thanks for that :-) I much appreciate ... I missed that one totaly ..

Andoran **

so .. Im prepping this for next week ... and I ran into something

the group I'll be Prepping this for contains a paladin of Iomondae - Cheliax Faction

at one point ...

spoiler:
the Chelaxian is to read a manuscript that summons an Ice devil

now due to RP this character has remained ignorant as possible (even including excuses as to mispronouncing Asmodeous's name)--(dont ask)

my question ... this event ... beyond the RP aspects of it ... should I require him to take an atonement spell if he chooses to go through with this ? reading the faction mission its not obvious (but its highly hinted at) whats going to happen

Andoran **

as for the corpse issue ... when I had my undead lord my plan was to buy a portable hole ... and stuff the scenario's kills into it ... that way Id always have a source of corpses at my disposal ... I was going to go as far as to write down the "Rare" corpses that she aquired ...

e.g. oh look we killed a small white dragon .... into the hole you go

Andoran

Mortifier wrote:
CRobledo wrote:
I think celestial plate armor is also not legal.

Celestial full plate and celestial chainmail are legal for play. The celestial shield on the other hand is not.

There is technically a loophole for getting the shield since it is not outlawed through the Advanced Race Guide, but you have to be an assimar to take it.

Additional Recourses wrote:
Note: Alternate racial traits, racial archetypes, racial evolutions, racial feats, and racial spells are only available for characters of the associated race. Racial equipment and magic items can be purchased and used by any race as long as the specific item permits it (for example, only halflings can purchase and use solidsmoke pipeweed).

Shield doesnt require Aasimar ... therefore legal for all

Andoran **

so a thought Crossed my mind ... and Im not sure if its ever been asked

this is not a situation that I am currently looking at .. just a general question

for the sake of argument Lets say you GM a 7-11 and your highest character is a 3

procedure says ...
assign the character# you wish to apply credit to when you report the scenario
hold the credit till your character is of level (in this case 7) to be able to receive the credit

now

lets say that through a series of unfortunate events the Character Dies a few times ... expends Prestige / Boons / Favors / money and has nothing left ... and dies again ... no way to bring him back ... (I am ignoring surviving PC's pitching in to help res for a reason)

what happens to that held credit ... is it wasted ... applied to a new # ?

Im more curious than anything if this has ever come up before and if so what was the answer

Andoran **

and what if you end up having more than 1 that you used a lvl 4 in ?

Im playing in an online game this week and likely will be on a pregen

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