gashnal's page

Organized Play Member. 12 posts. No reviews. No lists. No wishlists. 2 Organized Play characters.


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1 person marked this as FAQ candidate.

Phalanx soldier allows you to use any spear type weapon in one hand.
does that allow you to treat it AS a one handed weapon for purposes of feats such as Slashing grace??


Silbeg wrote:
ken loupe wrote:
Was going to play PFS for the first time next Monday. By all of the posts alluding to it, it seems like a pretty douche filled environment. I may switch my plans and play a cleric just to see all of the mouths drop because I will actually play my role.

Great to see another new face joining the ranks, but please don't judge us harshly before you play.

The key to the discussion is that you should not expect others to pay your way in PFS. OP is a little different than a home game, in that your group cannot set aside a share of the treasure as "party treasure", nor can you always craft the ideal party. It is actually quite unfair (in the minds of many) that someone assumes that another person will pay for their healing, in the form of spells or items.

I have played with several healbot clerics in PFS, which is always nice to have, but also in games where the only "healer" was a rogue using UMD to activate a happy stick (wand of CLW). Almost every character I have run across will have a wand of CLW or Infernal Healing once they can afford it. In reality, I have rarely seen people deny healing. Just remember that your fun should not be contingent on someone else being required to keep your character healthy with their limited resources.

But, if you would like to play a healbot cleric to show people how your think it should be done, by all means do so! I guarantee that character will be welcome at almost any table

My point was coming from the guy who said "you will be lucky get my healings spells if you don't have your own CLW wand" If you get cure wounds on your spell list and its prepared or you can drop for it but you refuse to use your daily spell allotment to help the party win then you should expect to fail every mission, im not talking about using wands on other people, that is your gear, you don't have to be generous with your gear but renewable abilities, deigning the party access to them to get the job done is D%ckish and counter productive.


oh noes my Eidolon has been dominated, "dismiss it then summon hordes of other things."

Also the Summoner does not shout orders ever.
"A summoner and his eidolon share a mental link allows for communication across any distance (as long as they are on the same plane). This communication is a free action, allowing the summoner to give orders to his eidolon at any time."

Its not that the eidolon is OP its that the summoner is good in any situation, they have too much survivability because of there unnecessarily versatile spell list and abilities, they do to many things that other players do, Summoner just about replace there party. It should have been a Druid or wizard Prestige class.

I built one, I know how stupid it gets, not because of its Eidolon but because its more versatile than a bard, while being just as good of a fighter on its own as a cleric ( and can heal it self and Eidolon ) when the Eidolon is disabled in some way its no big thing to drop it for summons because the spontaneously convert like a druid
while granting there summons smite like a paladin.
and have access to some of the best wizard/sorcerer battlefield control and survivability spells.

its too good because of all that it does not just because you can min/max the Eidolon.


I think the people that are advocating that the web spell is not violently flammable because "webs just do not burn that way" are not taking into consideration that the web spell isn't just a small spider web, its huge and MORE than enough to entangle and trap humans so each strand has to be larger and there has to be more than just a simple web but a rough tangle of strands because it grants concealment.

I agree that a mundane web would not catch fire, but this isn't just a mundane little web. otherwise it wouldn't do damage when it burned away. heat enough to generate 2d4 makes the fire hotter than a campfire which only does 1d6 that kind of heat should ignite anything flammable next to it especially if its in contact such as the surrounding squares of web.


to answer that lets look at what a summoner does.

Has a mean beat (in the form of a eidolon) stick that fights just as well as the fighter or barbarian but is completely tailored to what works best with you or your party...

Has Wizard/Sorcerer spells while mostly limited to summons they do have access to all of the survivability spells and battlefield control spells, not limited to but including Stoneskin, Black tentacles etc, etc

They are a Pseudo Cleric, that's right they can heal there eidolons and them selves just as well as a cleric could heal them in MOST cases. with Rejuvenate Eidolon mixed with life conduit while sacrificing there own HP to keep the eidolon in the fight far longer.

They can and do summon just as well as a druid being able to drop spells for summon monster spells.

they get all this versatility and a D8 HD and a good base attack progression meaning they are just as capable as a ranged attacker between spells as say a rogue (who isn't focused on ranged sneak attack). they have reasonable saves given they are predominantly a caster which is ok.

Is a summoner OP, oh yea very.
anyone who cant see it has a stake in it remaining so.


1 person marked this as FAQ candidate.

I have always accepted the convention that it burns outward 5 feet a round, but our GM is saying it only burns in a single 5 foot square a round. he rolls randomly for the square that ignites after the first which seams counter to the idea that webs are highly flammable. and generally how fire spreads when in contact with highly flammable objects.


Its a free hand until somebody sais " what if I use Dervish dance?" then the general consensus turns into "no your hand is not free it has a shield in it." basically the flow of general consensus is what ever people feel like hating on. weather its allowed by RAW or not.


Thomas, the Tiefling Hero! wrote:
Andrew Christian wrote:

Those who refuse to buy their own wand, tell them they don’t get charges off yours, but you’ll use your allotment of spells and channels as necessary until they run out.

I don't even give them that. If they don't provide their own healing wand, they get my stabilize cantrip. If I do a group-hug channel after the fight, I'll be courteous enough to include them in the radius. But that's it.

Obviously newbies or anyone who doesn't know better gets a pass. :)

I'm certainly glad i'm not playing with you, That kind of attitude is counter productive at the table "I got mine." is how you run people off from playing a game that is clearly about working together unless you're one of those carpet lickers who gets off on showing other people how awesome you're character can be, a person like that gets no love from my Clerics ever.

If you are concerned you're spells will not stretch sure suggest they get a wand but don't be a D%ck about a player not having one.


DeathQuaker wrote:
I CAN actually see a misaimed touch attack spell backfiring on you--you don't release the energy right, and you zap yourself, that kind of thing

Thats where i respectfully disagree and the resion why is becouse there are already in place systems where your spells can fail through armor spell failure and concentration checks for dificult tasks ie cast in melee or damage taken while casting, these actions i can see generating a spell misshap infact its aluded to in many ways that these kinds of failures can cause spell backfires and such in 3.0 3.5 but they were removed in pathfinder becouse there not very heroic i can accept that these things will cause the effects the cards generate but aiming a touch spell is infact a seperate effect generated by the spell granting you an attack form for one or more uses, can you realy see Chill Touch on a crit miss sending you to hell? you cast it and it grants up to 5 touch attacks most of which is not takeing place at the same time as the spells even cast. my group wants to use them and while alot of it is very usefull and can be interesting but some of the effects are over the top no one peace of fluff should ever be able to single handedly end a charicter.

DeathQuaker wrote:
Finally and most importantly---the Critical Fumble deck is a very optional tool for a very optional house rule. If you continue to have objections, you need to have this discussion with your GM.

I have made it known that i dont agree with some of the effects and how there used, i have also told GM's that some are to much and that i dont like it, i basicly said if something isnt done i will have to withdraw from any game that uses them, the responce i got was " well your just being petty now. " I dont beleave im being petty. if the game always feals like if i cast a spell im going to die from it then its not fun, if its not fun whats the point?


Sean Mahoney wrote:

So they came up with generic spell failures of magic gone awry.

Mahoney

Thats the thing though, missing the shot isnt actuly misscasting the spell it realy shouldnt be any difrent that missing with a bow or a sword as far as what can happen realisticly.( yes i used the word realisticly in a fantacy game lol )


Ok I supose what im realy asking is why not just use Ranged or Melee type when dealing with ranged or melee touch attacks? those tend to be less specific to random spell effects, its not a 100% fix, it does make more sence that your spell hit them just right so they take d3 con damage or other such melee or ranged attack card might say?

or in the case of a crit failure do cards like the one where you conferm a crit agaisnt your self basicly hitting your self which is in the melee and ranged options if i remember corectly.


I have a seriouse problem with the crit fail and crit hit cards, the games I play in use them and they dont make sence to me, so im going to ask some questions and hopefully the movers and shakers of Paizo will give me some solid answers that make sence.

Lets start with casting Fireball 0% chance of crit failing, why? becouse no attack is made, ok so lets look at attack roll based spells.

Chill Touch

"A touch from your hand, which glows with blue energy, disrupts the life force of living creatures. Each touch channels negative energy that deals 1d6 points of damage. The touched creature also takes 1 point of Strength damage unless it makes a successful Fortitude saving throw. You can use this melee touch attack up to one time per level."

Ok so touch spells are cast and they grant you one or more touch attacks, and your not makeing a roll for anything other than makeing the touch attack so please explain how failing to aim the spell can generate events as bad as sending your charicter to another plane? or on the inverse side sending your opponent to another plane?

the very defineing part of crit failing is that your aiming for something and missing it so badly that it can break a weapon inhibit your ability to use the attack and so on, that kinda make sence to me but missing compleatly changes what the spell does??

IT seams to me that any attack spell or mundane falls into eather the ranged or melee catagory so i have to ask next...

Why is there even a magic option when every magic attack that forces a D20 attack roll is A. Melee touch or B. Ranged Touch (key words here is Melee and ranged)

Pathfinder is a game of suspention of disbeleif, but i have a hard time just hand waving this away as "its just how magic is".

Please tell me im not alone here.

Gashnal.