|Paizo Pathfinder® Paizo Games|
|About Paizo Messageboards News Paizo Blog Help/FAQ|
The "apply the new rules to the old set" should also assume that you take the new way of writing cards into account. If the Impaler of Thorns was to be printed now, it would say "For your combat check, reveal this card to roll your Strength or Melee check +1d8 +2."
So in other words, they never meant to punish anyone, they just updated their rules and cards for consistency. They can't magically go back and change your cards for you, so you've got to apply a bit of common sense to the cards.
Pixie Rogue wrote:
Ignore all the angst... the book is awesome. I was lucky enough to have someone lend me a copy to look through until my sub gets to me. Holy crap awesome. Seriously.
I'm all about both the minis and the cards... I don't know if I'd use the minis for my PACG play... more likely I'd use them when GMing to allow for players to use them with pregens in PFS games. But the cards are definitely the more exciting of the two for me... I'm a total completionist, and anywhere that I can get more cards makes me immensely happy.
PM'd you a few days ago, did you get it?
Yeah, I'm also seeing "waiting for backordered product" on my subscription shipment. Can someone from Paizo chime in real quick and let us know if our shipments are actually being delayed by the S&S base set, so that if we want to we can change it to "ship as fast as possible" if we prefer to get our books sooner?
Yeah I'm also waiting for mine because of the Card Game subscription... it sucks but it's something that I'm not going to fault Paizo for too much... they work hard to try to get us everything as fast as they can, and they had some printing problems and things like that which complicated things even more right around Gencon this past weekend. Try to be patient. As far as I know, they're still planning to get everything shipped by Friday (the 22nd) at the latest.
Here's what looks to be the final list of submissions:
Seth86 - Kit-Arr
Characters are RULES-compatible between different APs, but you can't expect every single character to work with the boons from other APs. If you want to play as the Gunslinger in Rise of the Runelords, you'll have to add gun boons from Skull and Shackles to the RotRL box, it's as simple as that. Same thing with any of the Finesse-based characters... you'll probably want to add some Finesse weapons to the box from S&S or one of the class decks if you want to play Finesse-based weapons in RotRL. This might even be a good reason to pick up an extra copy of one or two of the class decks... just to shuffle the boons into RotRL and make some more characters viable.
I might actually do so... pick up an extra copy of the Rogue, Cleric, and Wizard decks just to have a bunch of extra and unique boons in my RotRL set. Nothing wrong with that. :)
Well, the only one I can come up with that you couldn't "unlock" to play along with one of the class decks, theoretically, would be the Gunslinger and the Alchemist, just because none of the class decks have enough guns and alchemical items to make them work. Other than that, I could see being able to unlock Feiya for use with the Sorcerer or Wizard deck, Oloch with the cleric deck, Alahazra with the Cleric deck...
hmm.. Seltyiel wouldn't really work with either the Fighter nor the two caster decks, so he's out... Lini might be playable with the Ranger deck but she'd be low on spells, which doesn't work well for this particular version of Lini. Ranzak could also work with the Rogue deck very well.
So really it sounds like they could "unlock" Feiya, Oloch, Ranzak, and Alahazra, but the others wouldn't work unless you could combine decks. Ooh, they should let you do that too! Tanis! Take notes! :-D
Best way to see if it's going on in your area is to look up your Pathfinder Society regional coordinator and see if they know of any stores in your area that are participating.
The idea essentially is an organized play program for the PACG, where you will be expected to buy one of the Class Decks that will be available in early September and then you can go to the games and use one of the characters from that class deck.
You can read the rules for Adventure Card Guild here: Card Guild Guide
See, I read it the other way, in that Sic'em and Trick Shot are some of the FEW that should be guaranteed to be allowed, because it's something that the Hunter and the Companion work together on. If it only says that the Skirmisher gains a benefit, I would think that the companion could not use it. I dunno, all I know at this point is that it really needs to be clarified...
No no, I'm not talking about in the Skirmisher archetype, I'm saying in the Hunter description, it says that you can teach your companion Hunter's Tricks from the Skirmisher archetype.
Hunter ACG wrote:
So while I agree that many of the tricks are intended to be gained and used by the ranger who has the archetype, the Hunter seemingly teaches them to his companion either way.
My first question for you is: are you using the actual character deck (as in shuffling it into your game) or just using the character sheet that Paizo released for free?
-If you're just using the character sheet, then you're really missing out on a lot of the boons that SHOULD be available to those characters. For example, if you were trying to play as Wu Shen from the Rogue deck in the Rise of the Runelords adventure path, you wouldn't have any poisons to use, negating the whole point of Wu Shen. You've got to include the boons from those class decks in order to make those characters work.
-The other reason it's important to use the class decks correctly is that Tanis and the others working on the game put a LOT of work into making those class decks, and it's really pretty unfair to use the characters from them without buying the deck, in my opinion. They release the sheets showing us the characters' powers and abilities so that we don't have to write on our cards, not so that we can just use the characters for free. I'm not saying that this was your intention, or that you even were doing so, I'm just making a point about paying for what we have available.
Anyway, this is all without knowing if you actually own the class deck. If you do, I'd suggest just shuffling all those cards in and working hard to try to find the ones your character needs.
I agree, but it says that you can teach your companion those tricks... so can a companion gain a Hunter's trick that would normally be gained by the Skirmisher himself? *brain asplode*
Can you give us a breakdown of your total Strength bonuses? There are builds out there that can get Strength up into the 80s, so I'm absolutely sure there will be other things you can add to this to boost your Strength more. The first one I can think of is a single dip into Alchemist for +4 Alchemical bonus to Strength from your mutagen, but that would kill your capstone ability of course.
The way it's written, it says "teach your companion" the tricks. I know a lot of people are suggesting that that means the companion is the one doing everything, but I don't see it that way. I see it as you teach the companion to do whatever is required to pull off the tricks, which might include giving the HUNTER some ability. And then there are some others that just don't work for the companion at all.
Let's see some examples here:
Chameleon Step (Ex): The Ranger can move up to twice his speed as a move action. The Ranger does not take any penalty on Stealth checks for movement during this move. This move provokes attacks of opportunity as normal.
This trick could either be seen as not applying to companions at all because it says "The Ranger" or it could be seen as an ability that the companion gets to use instead. So either it's not a legal option for the Hunter to teach to her companion, or she teaches her companion to use a Move action to move twice her speed, taking no penalties on Stealth, unlimited times per day. if you CAN teach this to your companion, it's EXTREMELY powerful, essentially doubling your companion's speed at all times.
Heel (Ex): The Ranger can use this trick as an immediate action when his animal companion moves. When the companion moves, the square it starts out in is not considered threatened by any opponent it can see, and therefore visible enemies do not get attacks of opportunity against it when it moves from that square. The companion must end this movement in a square adjacent to the Ranger. The animal companion must be able to see and hear the Ranger to take this movement.
This is an obvious one, the Hunter can teach her companion to essentially move away from an enemy without provoking AOOs, unlimited times per day. This is powerful, but not broken or anything since it takes an immediate action from the Hunter, taking up his Swift action next round.
Sic 'Em (Ex): The Ranger can use this trick as a swift action. His animal companion makes one melee attack against an adjacent creature. The animal companion must be able to see and hear the Ranger to make this attack.
This is why the Hunter doesn't want to have to use Heel. With this ability, he can use a Swift action to give his companion an attack that doesn't require ANY of the companion's actions. This is really REALLY excellent, and seems like it's one of the best options to be gained from this class ability. In fact, this one to me seems overpowered, and is the main reason I'm making a Hunter for PFS.
Tangling Attack (Ex): The Ranger can use this attack as a free action when he makes an attack. If the attack hits, the target is entangled for 1 round.
What about this one? Can it be taught to your companion, to let them entangle a creature every time they hit one? Doesn't sound broken, you say? Well, if you say that one's okay, then you have to allow the following one, since it has the same text:
Surprise Shift (Ex): The Ranger can move 5 feet as a swift action. This movement does not provoke attacks of opportunity and does not count as a 5-foot step.
Now, you can use the animal companion's Swift action to move an extra 5 feet every round (no AOOs), AND use the Hunter's Swift action to have it attack an extra time. Are you seeing how these can be extremely powerful, yet?
So basically, I think the devs need to tell us exactly which Skirmisher tricks we can teach our companions, otherwise the Hunter is going to truly replace both the druid and the ranger. And perhaps the summoner. Because the companion is going to become a GOD in combat.
Thanks for entering me Drogon, no I unfortunately am not at Gencon this year but I follow the PACG religiously.
I wasn't saying that ALL organized play should be for veterans, I was saying that organized play in this specific game, in my opinion, should be for those who know the game well. There are now 8 "beginner" scenarios between Rise of the Runelords and Skull and Shackles, and I feel like those should be used to introduce new players to this game. The way that scenarios are being released (once per week) if they were more beginner-friendly, I think they'd be boring to players who know the game well. There is also a cost associated with getting into OP for the PACG (buying a class deck) and I feel that no one should be expected to buy a class deck without trying out at least a scenario or two from one of the adventure paths. I also feel that other players shouldn't be expected to lend out their class decks to brand new players (I know I hate lending my cards... some people are very rough in their shuffling!)
I agree that PFS is great for newbies, but I would caution that there are definitely certain scenarios that are better for newbies than others. The Confirmation comes to mind. If you thrust a brand-new player into PFS in a 7-11 scenario, it would NOT be an easy experience for them unless someone at the table was able to give them a LOT of help with their level 7 pregen.
This is one of the reasons I've never gotten into Hero Lab...
1. Yes, Point Blank Shot would definitely be applied to attack, damage, and CMB with the thrown shield.
2. Yep, you've gotta find room in your build for the feats OR turn on their pre-reqs using Martial Flexibility any time you want to make use of them. They're feats that you're going to want for a shield-throwing-focused build anyway, though.
It sounds like the difficulty level is pretty high, which I think for organized play is a very good thing. I don't think it would be fun to burn through all these scenarios the moment they come out... you should have to play each one an average of twice or so since we're only getting them once a week (other than the first four, obviously).
In other words, I think it's good that they're tough, because organized play really should be meant for veterans of the game, not total newbies.
2. Yes, throwing your shield is treated as a shield bash as far as attack and damage, from what I can tell.
3. I think this one is totally GM fiat... you could theoretically get spikes placed around the edge of the shield and then those would be what hits your enemy when you throw it, so I'd probablly allow it personally.
1. You would need to enchant the shield as a weapon separately to get an enhancement bonus when throwing it. It's no different than shield bashes in that way. However, when you pick up Shield Master at 11th level through the Throw Shield ability, you could then use the shield's defensive enhancement bonus instead, which would allow you to enchant the shield as an armor to get standard enhancement bonus and as a weapon separately to add special abilities like flaming, keen, etc.
2. Any weapon enhancements you give it would apply to your thrown attacks, along with your Dex bonus for attack rolls and your Strength bonus for damage, just like any other thrown weapon.
3. This is a little tricky, since you normally add your Strength to your CMB, but you're throwing the shield so it could also be Dex instead. I would think that you'd still use your Strength bonus (the idea being that the shield hits their hand or their weapon or their feet and causes the CMB check, and the harder it hits the more likely they lose their weapon or fall). This one might need some clarification.
Overall, I don't feel like the rules are extra clunky or anything, you just need to pull rules from many different places to make it work, which is pretty common in Pathfinder.
For a situation like this you would get a free feat change. Any time a class changes in such a way that a feat choice, (or even an ability score) is rendered useless, you can change it.
For example, if someone had made a Warpriest that was totally channeling-focused (for whatever reason) using the playtest version, and had 12 Wisdom and 18 Charisma, when the new version of the Warpriest came out that dropped Charisma requirement, they would be able to change their ability scores for free.
Figured I'd pool the submissions so far into a list for the GM:
Seth86 - Kit-Arr
I think I got everyone, message me if you're missing from the list!
Andrew Roberts wrote:
Ah, and there you have it. I agree, that's probably why that one was banned.
The deluxe harrow deck does come with a little booklet telling you about each card and giving you suggestions on how to use it. I personally love my Deluxe Harrow Deck, but I don't think it's for everyone. I just love the Harrow-based archetypes and such in the Harrow Handbook, so that was more than enough to convince me to buy it, to use those options in PFS games.
That's a very good question. From what I understand, you can apply bonuses to your Day Job if you can be assumed to have that bonus for at least 8 hours each day (the "work-day" if you will). but I don't know if this is written in the rules or was the subject of a developer post.
If you were at my table, I'd allow it. But definitely expect table variation.
Benjamin Milarch wrote:
Thank you! I actually have done four assignments for Paizo at this point, the first one just recently was published, it was a single monster int he 6th part of Mummy's Mask (the Ammut). I've got several more coming out in the winter. So far it's been a blast, though my biggest assignment so far has only been 3000 words. I'm hoping in the next few months to get an assignment for a much larger chunk of a book. :)
My advice? Start thinking of general ideas now, especially for the magic item. Perhaps design something that is meant to be used by one or more of the classes in the new ACG, but can have a general purpose as well?
I'm not sure exactly when they'll start the next superstar but I would assume toward the start of the year, cuz I think this year's was February-April.
Yeah sorry, I should have been more specific... you return the cards to your hand at the end of your turn before resetting, and then you have all the other players' turns to use your display ability to help them, and then you get all the cards back right before your turn again. It's super awesome and I used it all the time during the playtest.
Mike Selinker wrote:
Huh. I also assumed that must have been a mistake. Interesting...