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Goblin Squad Member. Pathfinder Adventure Path, Card Game, Class Deck, Companion Subscriber. Pathfinder Society Member. 119 posts. No reviews. 2 lists. No wishlists. 2 Pathfinder Society characters.


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Pathfinder Adventure Path, Card Game, Class Deck, Companion Subscriber

I want both of those races so much. :/


Pathfinder Adventure Path, Card Game, Class Deck, Companion Subscriber

Thank you all, especially Preston and Jared. One quick follow-up - to reserve PFS numbers for newbies ahead of time, it says I have to create the event first. Is it ok to generate more numbers than I expect to need, and just keep them until I GM for that many new PFS players? I'd rather have a number and not need it than need a number and not have it - indeed, one of the players in Monday's session didn't have a PFS number (and may not come this Monday, when we finish the module).


Pathfinder Adventure Path, Card Game, Class Deck, Companion Subscriber

Been DM'ing d20 for nearly two decades and GM'ing Pathfinder for about half that, but first time PFS GM, so here we go. (Addendum: This turned into a wall of text, sorry about that.)

I wasn't expecting to GM that day (we got more players than expected) and started a module late with little prep, and so we didn't finish. Besides picking up where we left off, is there anything I need to do about the module being split over two sessions?

I could have sworn I saw something in the Guide to Organized Play that said a paladin, cleric, or similar who has lost their spellcasting must resolve that by the end of the scenario or be reported dead, but now I can't find it. Is that right, or can they continue playing as an ex-paladin or whatever? (This hasn't happened yet and I don't expect it to in my session, although we do have a paladin. This is just something I'm wondering because of another question on this board. I went to answer then couldn't find my citation to back it up.)

PFS Guild Guide wrote:
Players who do not complete each game session earn... This also applies to players who join later sessions...

This means I can allow players to join my next session of the same module, right? A player who had played at a different table during the first session approached me and asked if he could join the next session so that he could play with his family member who was at my table, since that player's character is "locked in" to completing the module before he can be played at another table. There are more than three encounters left in the module, and a good narrative excuse for introducing the new characters as well.

I messed up and used more powerful enemies that I should have for nearly half the bad guys (there was a statblock listed for an elite version of a monster, and the common version simply referred to the Bestiary and I didn't notice - I used the elites for all of them). While I'll fix that for future encounters, should I attempt to "retcon" anything there, or just leave it as it is? (Note that while the PCs did spend more HP overcoming those monsters, they also pulled potions of cure moderate wounds off them that the normal monsters wouldn't have carried, so I think it balances out - or might be slightly in the PCs' favor.)

I'm 99% sure I know the answer to this one, but want to check anyway: the Chronicle Sheets list most of the items that can be found as loot during the module, to make them available for purchase to those PCs later. I don't cross off those items the PCs fail to find, right? They still get them on the sheet anyway, even if they miss them during the session? (I mostly ask because the Tactics for one of the two "boss fights" mentions the boss fleeing by using one of the items if reduced to half hp or less, and it's probably the most useful item on the Chronicle Sheet, so I'm rather hoping the players still get access to it even if he gets away with it.)

Other than staying on top of the Campaign Clarifications and reporting the event after we're done, anything in general I should know as a new PFS GM?


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Thank you. I wondered - it told me I could combine today's order with the pending one, then after I did sent me a notification that the pending order had shipped... I figured I'd check on it tomorrow, but you've saved me the trouble. Thanks again.


Pathfinder Adventure Path, Card Game, Class Deck, Companion Subscriber

Emerald Spire, level 1. Two Kitsune and a Gnome. Dancing lights is saving the day, one foiled ambush at a time. The only person without a means of lighting up the dark is a Paladin. "Move your light twenty feet further in and a little to the right, detect evil is picking up a faint aura there."

It's the only time I've seen a paladin take longer to reload than a gunslinger, though, since detect evil takes a few rounds to be able to pinpoint locations.

why light abilities are so important in Emerald Spire:
Light consumption: All light sources shed light in only a five foot radius. Beyond five feet from the nearest light source, the light level is darkness and only creatures that don't rely on light can see.

So, you know, that Kitsune SLA making four little light balls is super-helpful.


Pathfinder Adventure Path, Card Game, Class Deck, Companion Subscriber

Sparky Boom man cast five delayed blasts off-camera, then held his hands at his sides instead of using them to firebend in order to gain a bonus on the Intimidate checks he was making instead of attacking while the delayed blasts went off. "They totally think I'm shooting fire out of my forehead, that's worth a +2 circumstance bonus, right?"


Pathfinder Adventure Path, Card Game, Class Deck, Companion Subscriber

Please cancel my Adventure Path subscription and remove AP #103: The Hellfire Compact from Pending Order 3838618. I primarily picked up the AP subscription for the Pathfinder Advantage I intended to use for catching up on PFS Scenarios, as well as running my players through the APs for fun and credit, but the more I read about PFS the less I believe I'll be as heavily involved as I originally thought.

EDIT: I just noticed I'm getting the Pathfinder Advantage discount on the things shipping with that order, which I guess makes sense, I just didn't realize it would apply to those things I ordered before the AP Subscription, and the AP itself looks good and isn't really that expensive. Please disregard this request, sorry for wasting for your time.

The rest of the order is great, and I look forward to a new Class Deck and Player Companion ^_^


Pathfinder Adventure Path, Card Game, Class Deck, Companion Subscriber

Racial Heritage doesn't function in PFS.

Outside of PFS, I'm interested in this question, since technically the rules never do say that you can't take the same feat twice, only that the benefits don't stack. Stacking, as dragonhunterq says, isn't something that would normally apply selecting Racial Heritage for different races. Besides, Sorcerers already manifest all kinds of things from having a weird ancestor in their blood... why couldn't someone have two weird ancestors? "My great-grandfather was a bit of a fox..."


Pathfinder Adventure Path, Card Game, Class Deck, Companion Subscriber

Yes, it was late and I forgot that Racial Heritage was human-specific. Too bad I can't take Racial Heritage (human) to qualify for Racial Heritage... and I agree, taking Racial Heritage should qualify you for the feats that list that race and no other special requirements (like the one that requires the drow magic racial trait for half-elves, that one I get). However...

if anyone is interested in the official Organized Play ruling, it's that Racial Heritage is legal, but doesn't work in PFS. That doesn't resolve my questions involving Kitsune who've lost their tails or their magic, but puts the issues around Racial Heritage in PFS to rest, at least. I worry slightly that this means specific no longer trumps general, but you know, I'm thinking less and less that what they decide for PFS will ever be my problem again.


Pathfinder Adventure Path, Card Game, Class Deck, Companion Subscriber
Additional Resources wrote:
Alternate racial traits, racial archetypes, racial evolutions, racial feats, and racial spells are only available for characters of the associated race.
Racial Heritage wrote:
Benefit: Choose another humanoid race. You count as both human and that race for any effects related to race. For example, if you choose dwarf, you are considered both a human and a dwarf for the purpose of taking traits, feats, how spells and magic items affect you, and so on.

I wouldn't say "clearly spelled out" or "pretty common sense".

A: You must be race X to qualify feat Y.
B: Feat R allows you to count as race X.
A + B: If you have Feat R, you qualify for feat Y.

It's a normal, logical reading of the rules to assume that Racial Heritage is an exception to the general rule listed on a page that normally just lists what parts of what books are legal, just like the Cleave feat is an exception to the general rule that you can only attack one target with a standard-action attack or having "You can make Aasimar characters" listed on a Chronicle Sheet is an exception to the general rule that you can't have an Aasimar character.

The Developer clarification is unfortunate, and it would probably be best if the dead feat were simply banned specifically, since it doesn't function in PFS.


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James Anderson wrote:
Akigawa Kobayashi wrote:

Off-topic musing:

Actually, I can think of one way to (legally) make a yellow tengu.

** spoiler omitted **

I'm still looking to find someone else with one of those so we can team up and pick our choice.

I still have mine. Just haven't fully settled on a character to use it on... should I let you know? Perhaps we could conspire to then play in an online scenario together? :D

I'm not using it to make a Yellow Tengu, though. Maybe, just to annoy everyone in the current rules debate threads, I'll use it to give a tail to a character with Racial Heritage (Kitsune) :D


Pathfinder Adventure Path, Card Game, Class Deck, Companion Subscriber

The Paizo blog post about the Winter Discount Code redirects here, rather than to the blog post. I think I remember the code, it was fairly simple, but if I can't, where should I go to find it? I'm just waiting for my Pathfinder Advantage to kick in, and then buying a LOT of PFS scenarios...


Pathfinder Adventure Path, Card Game, Class Deck, Companion Subscriber

Are the products in this line always/usually PFS-legal? I noticed some people talking about level 17+ Modules, which I don't imagine can be run in PFS, so I wonder.


1 person marked this as FAQ candidate.
Pathfinder Adventure Path, Card Game, Class Deck, Companion Subscriber

As at least two active users in this thread have implied (one of them in another thread) that my Kitsune wouldn't qualify for Magical Tail, I'm interested in takes on a player taking Magical Tail in these situations:

  • Racial Heritage (Kitsune) on a race that naturally has a tail, such as a kobold
  • Racial Heritage (Kitsune) on a race that naturally has some form of spell-like ability, such as an aasimar's light
  • Racial Heritage (Kitsune) on a race that naturally has a dancing lights spell-like ability, such as a gnome or drow
  • Racial Heritage (Kitsune) on a race that naturally has a tail AND a dancing lights SLA (does one exist?)
  • A Kitsune whose tail has been severed or severely damaged

    and my personal situation,

  • A Kitsune who doesn't have the Kitsune Magic racial trait.

    Personally, in my home games, I would let anyone who counted as a Kitsune through whatever means take the feat, since that's the only requirement and it's not a particularly powerful feat, even when taken enough times to get dominate person (given the length of the feat chain you had to go to get there...), and most of the SLAs you went through on the way would be better duplicated with relatively cheap magic items (a hat of disguise, a wand of charm person, who even casts misdirection anyway?).

    Additionally, I can see the draw, as the one place where Pathfinder noticeably lacks is in cosmetic customization. Spending two feats to give your character a fox tail makes more sense to me than spending two feats to get disguise self twice per day.


  • Pathfinder Adventure Path, Card Game, Class Deck, Companion Subscriber

    Deleted my post since I was getting way off-topic - there's another thread for the Racial Heritage / Magical Tail combo. Thing is, the arguments against being able to take Magical Tail in that case imply my Kitsune - my natural Kitsune, no Racial Heritage feat - also couldn't take Magical Tail. So I'm not arguing further here, but keep in mind the implications of your rules interpretations, as they could be further reaching than you realize.


    Pathfinder Adventure Path, Card Game, Class Deck, Companion Subscriber

    It's neither. Adventure only on nude beaches and in co-ed public baths. Put that Con/Cha focus to work. (Don't have a Con/Cha focus? Retraining rules can be found in Ultimate Campaign. No excuse for your body to be less than beach-ready.)

    P.P.S.: In all seriousness, clothing can - and indeed MUST - be worn with armor. Just plain leather armor would be extremely uncomfortable without something under it, and anything more would be penalty-inducing levels of horrible. Getting down to specific clothing is just too much detail to track - "well, the Monk's Outfit and Cleric Vestments can be worn under armor, but the Explorer's Outfit has to be worn some beneath, some over the armor, and the Cold Weather Outfit...".

    Non-magical clothing can be worn with magical or non-magical armor. Magical clothing can be worn with non-magical armor, or even with magical armor assuming they have different slots (most clothing doesn't share a slot with armor). In the case that your magical clothing provides an armor bonus, however, only the higher of your armor's or your clothing's will apply, regardless of if the armor is also magical. (A +1 Cold Weather Outfit will not increase your AC if worn with any sort of armor.)


    Pathfinder Adventure Path, Card Game, Class Deck, Companion Subscriber
    Arno Swart wrote:

    Hi all,

    My group is about to figure out what the transport tokens are for. The problem is, one of the characters speaks Azlanti. I guess this character will then also know what the runes for each level look like. Does this mean they can teleport to any level they wish, without having visited the levels?

    If it works like this, I would like to devise some workaround, so that the players are not allow to 'skip ahead' in the dungeon.

    My understanding, from reading and re-reading the descriptions, is that the runes are NOT Azlanti, and are not numbers either. When you find them on parchment, there is a label in Azlanti with the floor number on that parchment.

    quote from A12:
    : The scroll tube on the table contains a sheet of
    parchment on which is drawn a complicated magical sigil
    in iridescent green ink. A character who succeeds at a DC
    15 Knowledge (arcana) or Linguistics skill check recognizes
    the sigil as an identifying mark similar to an arcane mark.
    The sigil is labeled “Six” in Azlanti. This is the runic symbol
    needed to travel directly to Level 6 via Spire transport

    Emphasis mine.

    This, and other comments strewn through the module, indicate that the runes are actually the names of the levels in the original language of the Builder, and the labels are just labels so the Azlants that took over the place for a while knew which floor was which. Likely, the runes themselves refer to the attributes of the levels, but in a language no PC has a chance of knowing.


    Pathfinder Adventure Path, Card Game, Class Deck, Companion Subscriber

    He says his armor and Pathfinder's kit are working appropriately, but his clothes still weigh more than they should - and on an 8 Str gnome, every last pound matters :D


    Pathfinder Adventure Path, Card Game, Class Deck, Companion Subscriber

    Introducing a friend to PFS - like me, rather experienced with Pathfinder but new to Organized Play - he spent a solid hour fiddling with Tabletop Giant before he figured out why he couldn't get his encumbrance down - it doesn't appear to adjust all gear weight for Small characters. A Pathfinder's Kit is listed as weight 22 for Medium characters and 7 1/2 for Small characters, and his Small character is getting 22 pounds worth of kit. Thanks again for all your hard work :D off to pick him up then to my FLGS, so...


    Pathfinder Adventure Path, Card Game, Class Deck, Companion Subscriber

    Sorry for double-post, edit window ran out...

    Trait Vagabond Child was working correctly for Escape Artist right up until I went to print my character to a PDF, then stopped working completely. Tried to unselect and reselect Escape Artist in that tab to refresh it, didn't work. Just shows Dex + 1 rank, no class skill bonus.


    Pathfinder Adventure Path, Card Game, Class Deck, Companion Subscriber

    I fixed Fast Learner - it was my mistake, didn't remember the Int 13 requirement.

    Except, neither Fast Learner nor Improvisation seem to work correctly - when I choose a skill point, I don't also gain a hit point. I'm also not getting a +2 feat bonus to all my skills with no ranks.

    As an aside, the Human Kineticist favored class bonus doesn't seem to be available (+1/6th of an Extra Wild Talent feat). Considering I went with Fast Learner, I won't be taking it anyway, but I did promise to report every little thing I could find ;)

    Speaking of that, I hope you don't think that my tossing a handful of errors into this thread every few days means I'm not happy with your app, I'm enjoying it quite a bit and cannot wait for more levels to be opened up. I'm just trying to do my little part to keep Tabletop Giant improving :D

    If I can convince some of my local players tomorrow to give the Groups feature a try (they swear by Warhorn, which I don't really care for) we'll test that for you, too.


    Pathfinder Adventure Path, Card Game, Class Deck, Companion Subscriber

    http://paizo.com/threads/rzs2tadv?Adopted-NineTailed-Scion#32

    Crossposted specifically for thaX, because I disagree that my Kitsune doesn't qualify for Magical Tail. The prerequisite is "Kitsune". I would agree if it were like some of the other feats in the same book that specified the racial trait it built off of, like Half Drow Paragon

    "Prerequisites: Drow-blooded and drow magic racial
    traits, half-elf"


    Pathfinder Adventure Path, Card Game, Class Deck, Companion Subscriber

    To the people saying you have to have Kitsune Magic to take Magical Tail - my Kitsune doesn't have Kitsune Magic (half their optional racial traits take Kitsune Magic, and dancing lights didn't turn me on), do I not qualify for Magical Tail? (disguise self is only marginally better than dancing lights, given my racial change shape and possibly my Realistic Likeness feat, but that charm person is yum).


    Pathfinder Adventure Path, Card Game, Class Deck, Companion Subscriber

    Also, it does say right in the race description that Kitsune that spend a lot of time rubbing shoulders with people tend to wear their human forms. My Kitsune hasn't seen a reason to drop their disguise during a mission yet, so I just use a human mini.


    Pathfinder Adventure Path, Card Game, Class Deck, Companion Subscriber

    Can now confirm the Skills tables bug is related to Dilettant Artist trait.

    Trait Vagabond Child doesn't seem to work when Escape Artist is selected; neither the +1 trait bonus nor the class skill modifier is being applied.

    Human Feat Fast Learner appears to be legal per Additional Resources (it's Advanced Race Guide) but doesn't seem to appear in the list of feats I can take.


    Pathfinder Adventure Path, Card Game, Class Deck, Companion Subscriber

    Getting errors when choosing skills: each table throws an AJAX error

    DataTables warning: table id=professionTable - Ajax error. For more information about this error, please see http://datatables.net/tn/7

    it does that again for Knowledge, Perform, Craft then fails to load any skills on the page.

    (I think it's possibly related to the next bug, so read on...)

    Elf Race Trait Dilettante Artist doesn't seem to work correctly. It's supposed to let you choose a Perform category to get +1 to (as well as always giving +1 Diplomacy), and then let you choose either that Perform category or Diplomacy to treat as a class skill. Making either choice (even Diplomacy) locks the other choice in as the same skill.


    Pathfinder Adventure Path, Card Game, Class Deck, Companion Subscriber

    I haven't read all the previous threads on this topic, but I've read this one and was surprised not to see something mentioned: a per-character replay option. Not "unlimited replay", which sounds a bit much, but also making it where you never have a situation where you can't level a character up because they've played everything they can reach.

    Or perhaps an option to replay a scenario you played at the lower subtier, but you have to play at the higher subtier and you only get the difference between the two - ST 6-7 gold MINUS the ST 3-4 gold, plus you get the 6-7 items but you don't get a second of each "limit 1" from the 3-4, and you can't claim the same boons again but if you complete a different boon you can get it.

    I know as a bit of a "completionist" myself I'm already wary about running in the lower subtier because I'm permanently locking off rewards from all my characters every time I do. My highest level character only has three Chronicle Sheets and I'm already worried about it, even though I plan to also GM, so that helps mitigate it a little. A per-character replay would also allow those items that fit perfectly into certain builds to be discovered and then obtained, so there's a lot less guesswork in trying to pick the right character to get the right rewards.

    I imagine this has probably been advanced as a theory before, but not having seen it yet myself, I might as well throw it in the ring.

    PS: It might be better imagined as something like 3 or 5 runs of the same scenario, but none of them on the same character. This would be more complicated (you'd have to check more than just the one character's Chronicle Sheets), but also prevent "unlimited replay" by virtue of making 20+ characters.


    Pathfinder Adventure Path, Card Game, Class Deck, Companion Subscriber

    Per the Yellow Tengu quotes... I still have my Emerald Elixir. I can still make a Tengu with a decent chance to be Yellow..... (assuming Tengu is still legal, it's not a race I keep up with as they change. I just wish I could make an Aasimar.)


    Pathfinder Adventure Path, Card Game, Class Deck, Companion Subscriber

    I think if you want a "Paladin of Neutrality" you're going to have some hard work in figuring out what his code actually is, what drives him to achieve some ideal of True Neutrality. The default Paladin strives for order and good. He vanquishes that evil that cannot be redeemed, and stands for structure, charity, and defense of the innocent. The "Paladin of Freedom" (CG) strives for positive choice in all things. He upholds the idea that everyone is free to choose their own path, so long as they do no harm to others. He stands for liberty, friendship, and community. The "Paladin of Tyranny" (LE) strives to use society for his own (or his dark master's) benefit. He uses the letter of the law to take what he wants without retaliation, and stands for bureaucracy, subjugation, and the wants of the privileged over the needs of the common. The "Paladin of Slaughter" (CE) brings about the end. Whether he creates chaos in the name of the Abyss or seeks to end all life by command of the Ravager, he stands for decay, disorder, and the end of the Age of Man.

    If you can put together a decent code for your TN Paladin, his smite and detect should probably affect "extreme alignments" (no neutral component; the four Paladins I just described have the four extreme alignments), his lay on hands and channel energy should probably either heal or harm everyone (living AND undead) for a reduced amount.

    And for the people mentioning Cecil as an ideal Paladin: Are you talking about Dark Knight Cecil, who helmed a fleet of Airships (the only such in the world, a technological advantage on par with bringing a tank back to the Middle Ages) and slaughtered innocent people the world over using blood magic (his Dark AoE damaged himself, what else do you call it?) to gather the world-ending McGuffins for his deranged king? Sure, he felt bad about it when he realized the king was actually planning to end the world, but other than the one time he almost lost a fight with a MIRROR, he didn't really change his behavior. Charge in, kill everything (with holy magic this time), sacrifice whoever you need to as long as he gets his way.

    ....yes, I'm talking about the twins. They were so sweet and he's just like "sorry I'm a healer now that I'm Paladin so no Cleric is needed in this party, and I just enslaved an ancient god of death, so I'm better than you in every way. Please turn yourself and your twin brother into stone for my fleeting tactical advantage now. Sure, you're both children and I'm an old man, but I've always believed "women and children first" referred to target selection."


    Pathfinder Adventure Path, Card Game, Class Deck, Companion Subscriber
    Hazrond wrote:
    Don't forget that its also a summoner thread.

    Should I mention the most super-divisive archetype ever?

    (That I never understood why people said it was overpowered because I played one and it was the weakest Summoner I ever made, why would I ever trade my action economy for the puny and insignificant bonuses that archetype offered me? Like, really...)


    Pathfinder Adventure Path, Card Game, Class Deck, Companion Subscriber

    If my math is right, only about half the current APs can be run for PFS credit. I'm strongly considering the AP Subscription, but I'm not sure if it'll be as useful to me as I'm hoping, since I'm probably going to mostly be playing PFS from here on out. Does anyone know if there are announced (or at least hinted-at) plans to maintain or increase the ratio of PFS-ok Adventure Paths?


    Pathfinder Adventure Path, Card Game, Class Deck, Companion Subscriber

    Not sure if I just missed them, I thought I checked for that after I noticed similar behavior in other tabs. After a refresh to get the Kineticist archetype fix, the traits were working for me too.

    I'm getting a -6 to most of my skills. Any way to tell the system to ignore encumbrance for particular pieces of gear? When expecting combat, I'll be carrying my pack in my hands so I can drop it as a free action, rather than on my back. Unless I can get a teammate with a positive Strength to carry it for me, or I pick up the Telekinetic Haul talent...

    TL;DR: It all works ^_^ is there a toggle to ignore non-equipped gear for encumbrance, or just ignore encumbrance entirely?

    PS: Also, is there a way we can "equip" repeatable or common attacks to have their stats handy where weapons are on the Character Sheet? I'm thinking things like Sorcerer bloodline powers that are ray attacks, *acid splash/ray of frost/telekinetic projectile* cantrips, or the Kinectist's individual blasts.


    1 person marked this as a favorite.
    Pathfinder Adventure Path, Card Game, Class Deck, Companion Subscriber

    Feedback: Social trait Criminal and Liberty's Edge Faction trait Rousing Oratory do not seem to have an option to select which skill they make a class skill for you, and none of the skills become class skills. I'm assuming this probably holds true for most or all of the "pick a skill, it gains X and becomes a class skill" traits.

    Kinetic Chirugeon (I may not have spelled that right) archetype doesn't seem to limit the Kineticist using it to Water or Aether elements.


    Pathfinder Adventure Path, Card Game, Class Deck, Companion Subscriber
    UndeadMitch wrote:

    {snip}

    We might see people purchase faction prestige awards and vanities, which is something I haven't seen any newbies purchase in quite a while. Or, when they hear myself or someone talk about it, they get excited until they realize that it's out of print, and PDF's only.

    Are Faction Prestige awards and vanities also in SoS? I've never managed to find them; aside from the mention of them in the Guide, I've never heard them so much as mentioned.


    2 people marked this as a favorite.
    Pathfinder Adventure Path, Card Game, Class Deck, Companion Subscriber

    I've been looking everywhere for a character creator or rules source that automatically limit me to PFS-legal options, because it gets really, REALLY tiresome having to check the additional resources page every time I add a trait or consider a feat or spell. (Or race... was building a Kinetic Chirugeon and discovered absolutely none of the +Dex, +Con races are PFS legal T_T)

    If this character generator has a) all the PFS legal stuff (or at least, is working towards it, I get it's in early development), and b) none of the non-PFS-legal stuff (or at least an option to turn that stuff off so I can't accidentally select it), I would absolutely LOVE to try it out.

    I'll test every rules interaction and corner case I can think of while I play with it and report the ones that don't work right ^_^


    Pathfinder Adventure Path, Card Game, Class Deck, Companion Subscriber

    I just want Profession(merchant) to let me use my Charisma bonus instead of my Wisdom penalty. Apparently my Exchange character uses Perform(oratory) to win deals for other Exchange Pathfinders as his Day Job, since I can't use Bluff or Diplomacy as a Day Job skill :P


    Pathfinder Adventure Path, Card Game, Class Deck, Companion Subscriber

    Got my email on my subscriptions today, says they're being shipped separately. I know once before we had a problem with the sub not correctly picking the cheapest shipping method, just thought you'd want to check on this one to be sure it picked better this time.

    Not a problem, necessarily, since the items are different sizes, it might actually be cheapest to mail them separately. Just wanted to give you a heads-up. If it's working as intended, then I'm sorry I bothered you during the busy season. Thanks again.


    Pathfinder Adventure Path, Card Game, Class Deck, Companion Subscriber

    Droogami would make sense as a Cohort, though. <3


    1 person marked this as a favorite.
    Pathfinder Adventure Path, Card Game, Class Deck, Companion Subscriber
    Sara Marie wrote:

    redacted 1: “Advanded celestial cthulhu”

    redacted 2: Is there a Half-Tarrasque template you can add to it?

    redacted 1: Fun fact: You can totally make a CR 25 challenge using 33,000 hedgehogs

    redacted 2: How about a Cthulhu swarm? What is the CR on that?

    I had a GM decide an adult red dragon wasn't difficult enough, but instead of figuring out the stats for one age category higher, he decided to just give it the half-black dragon template. The dragon was the only survivor. First campaign in a while we've actually played to the end, even if it wasn't the end we had planned.


    Pathfinder Adventure Path, Card Game, Class Deck, Companion Subscriber

    Will do, thanks.


    Pathfinder Adventure Path, Card Game, Class Deck, Companion Subscriber

    Just wanted to give you guys a heads-up about this order, since it seemed the system had trouble with the last big ACG order I made. I think you guys ate some shipping costs on that one because you refunded me the difference - last time it sent each deck separately instead of shipping everything together via UPS, so this is just me letting you know that you might need to manually do something to this order to make sure it ships the cheapest way for both of us.

    Thanks for the summer15 discount code, I completely took advantage of it, I'm now completely caught up on the ACG.


    Pathfinder Adventure Path, Card Game, Class Deck, Companion Subscriber

    Wow, that was fast. Thank you very much.


    Pathfinder Adventure Path, Card Game, Class Deck, Companion Subscriber

    I just got a ton of emails about this order. Each individual item appears to be shipping separately, despite ordering all the Class Decks together (and quite a while ago, at that), driving the shipping costs WAY higher than expected. I thought the point in waiting nearly a month to get my order was to reduce the shipping cost.

    Also, my Pathfinder ACG subscription seems to have skipped Wrath of the Righteous AD3 - I got AD2 as the first item in my subscription, and am getting AD4 as part of this order, but don't have AD3.


    Pathfinder Adventure Path, Card Game, Class Deck, Companion Subscriber

    hrm... that shipment is still Pending. So I'll see if I can add the Class Decks to it, and then post over in the customer service forum. Thanks again everyone.

    Update: I decided to just wait until the subscription order ships. It should be soon (it's the "Currently Available" Wrath AD2) and I won't need the Class Decks before it arrives anyway, given I'm already in the middle of RotR. Unless someone dies (always a possibility, of course) we won't be making new characters for a while.


    Pathfinder Adventure Path, Card Game, Class Deck, Companion Subscriber

    Thanks, Mr. Wertz. I got one last question I think probably only you are going to have an accurate answer to: I subbed to both ACG subscriptions - when will the discount on the first seven Class Decks kick in? My guess is not until one of the subscriptions ships me a product, but if it's sooner than that that's awesome.

    My friends loved the game even more than anticipated - we played through all eight scenarios I had in one ridiculously long marathon session - and they're helping me to buy the rest in expedited fashion, so as soon as that discount kicks in I'll be buying all the Class Decks. ^_^

    And it's rather nice to know that our Wizard can kill ghosts. Valeros and Lini have been pulling most of that weight previously.


    Pathfinder Adventure Path, Card Game, Class Deck, Companion Subscriber

    Reading this thread has taught me a few things... I never knew the subscribers got a free PDF. I might have subscribed once upon a time if I'd known. I sorta wish I had a local game store, but I don't. Even when there's been one inside a 30 minute drive, they've rarely-if-ever hit the "friendly" bar, and typically around here they're dedicated far more to comics and cards or to wargaming, and there's basically no RPGs. I was shocked to see someone running 5e at a game store in a mall I worked at (an hour and a half away, unfortunately).

    I typically buy from Paizo, and I'm looking into subscriptions for the Adventure Card Game. I don't play much if any pregen stuff, so the AP subscription is out, and after a few particular releases I'm too iffy of first printings to subscribe to the main PFRPG line. However.... I often find myself wishing I had a Pathfinder Player Companion, almost every time I click a feat on the PFSRD and it brings me to another Player Companion I don't have. I think this thread has won Paizo at least one new sub. Getting the PDFs free will make it so worth it for me.


    Pathfinder Adventure Path, Card Game, Class Deck, Companion Subscriber
    First World Bard wrote:

    As a rules note, Guidance won't help you defeat a Ghost. You only get to apply a card's traits to a check if you're using it to determine the check. For instance, Inflict says "For your combat check...". Your Amulet of Mighty Fists doesn't determine the check, but it explicitly tells you to add 1d4 with the Magic trait, so that works.

    Edit: What i meant to say is "Casting Guidance during a combat won't give you the Magic trait you need to defeat a Ghost". It'll certainly give you +1 , and that could make the difference if you're beating on it with your Amulet of Mighty Fists. Hopefully your Merisiel finds the Deathbane Light Crossbow, it's pretty much the best weapon for her at the moment.

    ....I could have sworn Guidance said "Add 1 and the Magic trait". I must have read it back-to-back with Inflict and conflated the two. But that does bring up another question I have:

    I notice certain Combat spells specify which traits the Combat die has. Inflict and Force Missile come immediately to mind. In both cases, the specified trait is one the card already has anyway, which makes me wonder. Doesn't the card pass its traits to a die when it changes the die? (Not when it just adds to it, like Guidance. Now that I reread Guidance, anyway.) If so, isn't that text superfluous (and a little confusing)? The Arcane die from Force Missile is already Magic-Arcane-Attack-Force-Basic, it doesn't need to specify that it has the Force trait. If not, then I've misunderstood something somewhere - can Force Missile not kill ghosts? (It specifies "Arcane die + XdY with the Force trait.")


    Pathfinder Adventure Path, Card Game, Class Deck, Companion Subscriber

    I read Inflict and Guidance one-after-the-other and somehow convinced myself Guidance specifically said it added the Magic trait to the roll it boosted. Like, I was so certain I had already typed out a post here to someone who said it didn't that was basically a slightly-politer version of RTFCard, when I pulled a copy of Guidance out to copy the exact wording to make sure he knew how wrong he was... and it didn't say anything about adding the Magic trait T_T

    I've been using it as my go-to Ghost killer, buffing the Rogue from a location away so she could sneak attack it into oblivion. I haz a sad.


    Pathfinder Adventure Path, Card Game, Class Deck, Companion Subscriber

    Thank you everyone, I think I have a handle on it. I'm still really undecided on whether to start buying Class Decks. If I'm going to end up buying them anyway, I want to grab the subscription on them to lower the cost before the new ones start coming out. I heard something about the first seven (already released) having a discount if you have the main PACG subscription as well, but I can't find that officially verified anywhere.

    As the currently-only spellcaster in the party (and the other character having a d4 Wisdom and no spell card slots), changing Lini's spells is really, really difficult. I wanted to keep Augury because I can totally see how useful it can be, but the fact is she had only one spell that could defeat ghosts (and the Rogue had no options for dealing with them) and they just KEPT coming up! So a second Inflict and a Guidance were more important than Augury and Detect Traps. The Rogue handles barriers that don't auto-banish after Lini fails to defeat them. I had a lot of fun with Augury in the scenario I used it.

    (Side note on Ghosts: The rogue did drop one with a Shock Longbow +1, but without Weapon Prof I couldn't justify leaving in her deck after the session. Lini now has an Amulet of Mighty Fists that gives her a lot more options in killing ghosts, but she didn't have it when I made the decision to ditch Augury.)


    Pathfinder Adventure Path, Card Game, Class Deck, Companion Subscriber
    SkyeGuy wrote:


    It can happen accidentally. I don't read every card I put into the decks. I like to be surprised.

    I'm pretty sure this is actually on the scenario card as ongoing rules, though, not in a deck. Before you decide on your starting locations, you should have already read the scenario card to see what the special rules are for the session.

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