Paizo Top Nav Branding
  • Hello, Guest! |
  • Sign In |
  • My Account |
  • Shopping Cart |
  • Help/FAQ
About Paizo Messageboards News Paizo Blog Help/FAQ

gatherer818's page

Goblin Squad Member. Pathfinder Card Game, Class Deck, Companion Subscriber. Pathfinder Society Member. 82 posts. No reviews. 2 lists. No wishlists. 1 Pathfinder Society character.


1 to 50 of 82 << first < prev | 1 | 2 | next > last >>

Pathfinder Card Game, Class Deck, Companion Subscriber

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

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

Will do, thanks.

Pathfinder 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 Card Game, Class Deck, Companion Subscriber

Wow, that was fast. Thank you very much.

Pathfinder 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 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 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 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 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 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 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 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.

Pathfinder Card Game, Class Deck, Companion Subscriber

So, I've bought the RotR base set and Character Add-on Deck. I've run a few solo sessions (playing as the Druid and Rogue, with the appropriate number of locations for two characters), just enough to finish the Adventure in the Base Set (not AD1). I think I've got a handle on the rules (and I've found the FAQ and stuff), and I'm preparing to show my Pathfinder-loving and card-game-loving friends the game Saturday.

If they love it half as much as I do, I'll probably be buying ALL the things. takemymoney.jpg

Some of the "meta" still confuses me, though, and I'm a little loath to start spending what will eventually become hundreds of dollars when I'm not sure exactly what I'm buying. So here's my Getting Started thread, with whatever questions my forum-search-fu wasn't able to answer.

Class Decks. I just deleted a huge wall of text from this post and decided to shorten it to this: I want to know everything about Class Decks. New Roles? New Characters? New Boons? Shuffle them in to Base Sets, or are they separate (and if separate, can you still add them to Location Decks)? Everything. I've checked the Class Decks FAQ, but it's all Errata and clarification on card text, not "How do Class Decks work?"

Characters don't get rewards from repeating scenarios/adventures/APs. Is that just Feat rewards, or does that include the random card draw rewards as well? Getting a single card with a tiny chance of being for your class doesn't seem too unbalanced.

Are you supposed to start a new character to start the AP with, or are you expected to "work them out" with the non-AP adventure first before you start the AP?

If I do decide to buy literally everything, are there bundles or something to cut down on the price? I know the Subscriptions exist, but they don't help with any of the already-released products, right?

EDIT: Are characters allowed to banish cards from their own deck between adventures? For example, if I discover Augury, while nice, just doesn't cut it for the only character with Magic Combat in the party and want to get rid of it for another Inflict, can I just toss it in the box when I'm between adventures and use the standard "You don't have enough spells to fill up your character deck, pick a Basic spell from the box" to snag that Inflict? (If it matters, I called this "shopping" when I did it, but afterwards realized the rules don't specifically say you can do it. It makes total sense to me coming from PFRPG that you could change your "prepared spells" between runs or sell some crowbars for a potion of healing, but I'd rather play by the rules at least while I'm learning the game. Obviously, once I have a feel for the balance and assumptions of the game, I'm going to mod the crap out of it, because it's awesome like that.)

If any of my questions are answered elsewhere, I sincerely apologize. A link and a "your search-fu sucks" is plenty for an answer in that case. Thanks in advance! ^_^

9 people marked this as a favorite.
Pathfinder Card Game, Class Deck, Companion Subscriber

I really, really dislike when people assume that because I start building a character by deciding on a mechanical theme, that my characters obviously cannot be interesting or fun to play (or fun to play with). The mechanics are the skeleton on which I can build an interesting personality. I've seen people try to focus on just the "fluff" and just do whatever for the mechanics at the end; they usually don't make any sense. "My character is a strong, silent swordsman." ...He's Str 7 Cha 19 with no sword proficiencies, because after you finished working on his personality you threw a dart at a board full of sticky notes with class names and hit Arcanist. And, since you think Archetypes are the very definition of bad-wrong-fun (I have honestly encountered this opinion), you didn't even think to give him the Bladebound Arcanist AT.

My characters' personalities and backgrounds inform AND are informed by their stats and feats. My latest feat-class feature-exotic weapon combo I've dreamed up is usually not a instant-win for all level-appropriate encounters, it's a quirk that (grants some advantage, yes, but...) ensures my character is still memorable and unique even during combat. No one remembers every martial character that puts out enough DPR to matter at the mid-levels; everyone remembers the Zen Archer Monk abusing Combat Patrol and Snap Shot to threaten the entire battlefield and protect all his allies, spamming Ranged Trip and Ranged Disarm on any opponent who dares move or cast a spell.

Admittedly, I've never actually played the Combat Patrol Zen Archer, but it's an awesome idea I got from a friend. I have played the crit-focused shaman with Mythic Flame Blade getting his crit range out to 9-20 (and grabbing teamwork feats to grant allies bonuses when I crit), the Fey-bloodline Sorcerer-sniper using the Kobold Magazine sniper rifle (before Ultimate Combat's firearms were released) to fire Charm Person spells into a town from a half-mile away, and the neutral-aligned Negative Channeling Aasimar Cleric using the Aasimar-unique channeling feats as a brand of high-dpr battlefield control.

And the biggest thing is - this is how I have fun playing Pathfinder. Figuring out a character's personality based on the trick that inspired their creation - the Cleric had been raised by their super-strict, super-disapproving Angelic father, and the conversion to an evil deity (but still doing good deeds using her evil powers) on Golarion was her form of teenage rebellion. Making characters my friends will still talk about long after the campaign has ended or the character retired - "Oh man remember that one time your Archer saved my Wizard by bouncing a shot off John's tank's helmet and pinning the werewolf's arm to my horse?"

Apologies for the wall of text, but the mindset that people who build powerful characters are incapable of playing the game "right" put me in a ranting mood. My friends like that I (and one other guy at the table) minmax, since it means we can carry combat in case their less-optimized ideas don't work out like they hoped. I like when their characters take the time to thank mine for pulling their hoops out of the fire. We all have fun our own ways. And if that means Combat Patrol with a 140 ft move speed to generate a threatened area bigger than your boring 20x20 dungeon rooms and generic Fighter-Wizard-Cleric done-a-million-times-before party, then so be it.

Pathfinder Card Game, Class Deck, Companion Subscriber

Font puns. We literally cannot get any lower. We're in the lowest Circle of Hell, inside the Devil King's barrel, scraping the bottom.

I laughed anyway.

Pathfinder Card Game, Class Deck, Companion Subscriber

Fighter or Gunslinger with appropriate archetypes/feats to get lots of AoOs with ranged weapons. X-laser. Your AoO hits a nearly-half-mile line. You're welcome. Prepare to flee any town you take your Snap Shots in, as you will no longer be welcome there after you incinerate lots of innocent citizens.

I recommend a way to get a much bigger clip or reduce the charge usage of the X-laser if you can find one.

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

During a prison break, the players knifed a guard. Mending and Prestidigitation fixed the uniform so a player could Disguise... a few room-clears later, the entire party is in uniform, complaining that their wardens made sub-optimal weapon and armor choices while outfitting their guards.

Pathfinder Card Game, Class Deck, Companion Subscriber

So, I see a lot of people going "Vital Strike for 1 act is OP, but Vital Strike for 2 acts is useless." How about Vital Strike costs 1 act, can only be done once per turn?

So, if you're "full attacking", it's Vital Strike / attack -5 / attack -10; if you moved once, you still get Vital Strike / attack -5, which isn't bad.

You can also customize Vital Strike to taste, whether you rule it to be 1 or 2 acts, by deciding it doesn't count as an attack for your iterative penalty. So maybe the right power level for your table is 2 acts, Vital Strike at -0 / attack at -0. Or possibly, Vital Strike / attack -0 / attack -5.

Another possible customization is allowing the Vital Strike chain to step down over iteratives.

So if you've taken the whole feat chain and find yourself in a position to full attack, you could Greater / Improved -5 / Vital Strike - 10. Or, depending on your table, you might be able to choose a normal attack at -0 instead of that last Vital Strike at -10....

Pathfinder Card Game, Class Deck, Companion Subscriber

and most of those 13 are rather unusual choices. If you're looking for Medium-Humanoid-doesn't look like a monster-not kill on sight for normal villages, your picks are Elf, Human, or Half-n-half.

Pathfinder Card Game, Class Deck, Companion Subscriber

The reason for that line is to make the book much shorter, so that "choose one of the following effects" didn't have to be lengthened to "choose one of the following effects at the time you cast (not when you learn or prepare) this spell" :D

Once upon a time, ADnD had a thing called reversible spells. Clerics were OP. :D

Pathfinder Card Game, Class Deck, Companion Subscriber
Lamontius wrote:

what were you expecting to appear under 'murder clown' that would not creep you out

i mean if I want to see pictures of puppies and rainbows I do not type 'brown recluse bite' into google images


oh holy God. brown recluse bite was so much worse than murder clown. I'm not even beginning to joke. I hurt all over just from the sympathy pains.

Pathfinder Card Game, Class Deck, Companion Subscriber

Thanks a ton. Just knowing it's on the way is plenty ^_^

Pathfinder Card Game, Class Deck, Companion Subscriber

It's probably nothing, but my order 3432827 (that said everything was in stock and expected to ship) is still Pending. I ordered last week really, really hoping to have these in my greedy little hands by this weekend, and now that it's just barely past the deadline thought I'd give you a nudge.

After some really serious shipping problems with someone else just before the holidays, this stuff makes me nervous. If I'm not going to have it this weekend, that's fine, I'll live; I just want to make sure it is coming eventually :D

Pathfinder Card Game, Class Deck, Companion Subscriber

Spring Attack: Since making the attack doesn't end your move, if he movement left he should move up and try again to attack (his first attempt was aborted BEFORE IT WAS STARTED since that's when the PC's readied action went off).

Minions: If BBEG has minions, let them eat the readied actions (assuming a trigger worded like, "If I am attacked, I..." or position to make them sub-optimal BEFORE BBEG attacks. That's what they're there for.

Readied total-defense: This... is a once-per-fight thing that sacrifices initiative for a possible AoO on someone who will now be faster than you for the rest of the fight. And it isn't really likely to pull an AoO, since anyone whose turn doesn't include any visible standard actions is CLEARLY dangerous to approach. Even without the fact that readying an attack means you've drawn and readied your weapon to chop the asdf out of the first thing that gets too close.

Nitpick: Anyone who says "I don't metagame" either doesn't play or doesn't understand the words they're saying. The *degree* to which you metagame is debatable and subjective. That you do is virtually guaranteed in any game system with mechanics. Even just choosing not to attack the down-but-stable PC when playing an evil/mindless/animal-intelligence NPC is metagaming. The GM has to metagame the most, because he has to craft the entire story with the mechanics in mind.

Pathfinder Card Game, Class Deck, Companion Subscriber
Umbriere Moonwhisper wrote:

if you can cast instant conjurations into the field from outside, you would be able to project them outward from the inside, no such thing as a one way forcefield.

Because magic doesn't work inside the field, but it does work outside the field. An evocation cast from outside the field (eg. fireball) would not penetrate the field because magic doesn't work inside the field. However, instant conjurations (eg. acid arrow) cast from outside the field work fine, because they are only magic as they are cast.

Acid arrow magically summons some ordinary acid. By the time it hits the field, it is just acid. You would need an anti-acid field (antacid field) to prevent the acid from damaging someone inside.

The caster inside the field cannot acid arrow out of the field, because he can't summon acid inside the field.

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

I don't think OP's intent was to spark a detailed analysis of every game reason that his monk might out-damage a ranger with a level of barbarian. I believe he was just bragging a bit and saying it can happen. Not every thread has to be a place where you tell people exactly how they're playing the game wrong.

However, if rage was making the character miss more often, with a very strange archetype, there IS a problem :P I'm 95% sure that the OP meant Power Attack, and/or there's a houserule in play (or maybe just the ranger doing it for flavor) where raging characters MUST use Power Attack if they have it.

Pathfinder Card Game, Class Deck, Companion Subscriber
CWheezy wrote:
Doesn't it say in the feat that having a cohort that sits at home and crafts will make him abandon you and is not how the feat should work?

If he is a crafting-specialized caster, he probably WANTS to stay home and craft. In this case, you're more like his patron - you've got a live-in court wizard that creates magic items from the safety of your fortress for you to use as you commission them, he takes his cut (even if that's just his room and board) and you're free to adventure while he keeps an eye on your holdings.

I'm personally iffy about him gaining experience from encounters he's not involved in, but RAW is a little open there. It seems to imply he should only get exp from encounters he's in, but then doesn't spell that out explicitly.

My group hasn't used Leadership often, but in two of the three games we're running, we intend to. One is a Ultimate Campaign nation builder, the other an evil campaign complete with criminal organizations, so I'll probably have some notes on it for you eventually. Not sure it'll be in time to help with your research now, though.

Pathfinder Card Game, Class Deck, Companion Subscriber
andreww wrote:
gatherer818 wrote:
Anti-magic field has two main uses. One, all-around superior creatures (main example: dragon) can use it to suffer only minor penalties while shutting down a huge portion of what their opponents can do to them (you can't hit the dragon with 95% of big-damage spells, exploit its vulnerabilities, or use defensive magics against its dive-charge or full-attack).
This is not actually true with any creature bigger than large. AMF does not radiate 10' out in all directions from your space, it creates a 10' radius emanation. You have to pick a part of your space for it to emanate from you but if you are Huge or bigger if wont do you much good as a section of your body will be targetable by spells.

Not by people inside your AMF ^_^ choose a front-center intersection for the emanation and then close to melee. The caster can't 5-foot out of the field, so they've got to either withdraw - and thus, not cast this round and risk you charging - or else provoke to get out of the range and cast on you. And that's assuming open terrain. Put the field one intersection off the corner of your space and use a cliff/cave wall to cover the other.

Also, remember the field is a 10-foot radius, not diameter. A Huge creature can choose any of the internal intersections as the center and be covered entirely, with one side extending to cover enemies and so leaving a way to disable enemy defensive enchantments still. Even a Gargantuan creature can choose the front-center intersection and have a wall of AMF along the front edge of his space. When he's on the ground, at least. If he's flying , though, a Gargantuan creature just has too many angles of attack to cover them all with a standard AMF.

For Colossal (or flying Gargantuan) creatures that want to shut down a wizard, though, they get the option to grapple. If it's absolutely necessary that they use Anti-magic field, they can grapple the creature whose defenses they need to penetrate and pull them into the field.

Pathfinder Card Game, Class Deck, Companion Subscriber

Anti-magic field has two main uses. One, all-around superior creatures (main example: dragon) can use it to suffer only minor penalties while shutting down a huge portion of what their opponents can do to them (you can't hit the dragon with 95% of big-damage spells, exploit its vulnerabilities, or use defensive magics against its dive-charge or full-attack). This use is mostly for NPCs. Two, a caster with non-caster allies (main example: a PC wizard) can use it to disable groups of casters by sacrificing only his own capabilities (an adventuring party invading a cabal of infernal summoners and conjurers is the most contrived example, with summoned monsters winking out left and right while the fighter, cleric, and rogue wade into the casters with impunity). This is the use that PCs put it towards.

Additionally, creative uses is where AMF shines. Bypassing magical traps or walking through fields of magical fire, hiding your approach from magical detection then dismissing the spell so the +8 weapons and 15d8 chain lightnings can do their job, the best uses of anti-magic field are too situational to lump together.

Blanketing a city in AMF doesn't protect it from a spell that summons siege engines, or for that matter, entirely mundane siege engines. There is no need to shrink bathtub-sized balls of lava into marbles and drop them from over the city. You can simply fire bathtub-sized pools of flaming oil from your catapult. And probably get a better spread that way. If the citizens flee the burning city and rain of fire and rocks, your soldiers/summoned monsters/area of effect spells can mop them up. If they remain entrenched, burn (or harvest, you evil thief you) their fields and wait for them to starve.

Or if it's absolutely, entirely necessary for you to say you killed people with spells while they were inside antimagic fields, use acid arrow. AMF specifically says it has no effect on instant-duration conjurations. Acid arrow thus can be fired from outside the field to kill people inside.

Pathfinder Card Game, Class Deck, Companion Subscriber
memorax wrote:
I`m another person that thinks skills while not useless do get eclipsed by spells and items at later levels. Too bad they don`t offer more in game options as one invests points in them.

I can't say I'm particularly upset that skills (something everyone, even the negative-INT barbarian, gets at least one of every level and can use as often as the situation comes up) eventually become under-powered compared to spells (a class-defining class feature for half the classes in the game and very limited in uses per day, and often in either selection or preparation as well). However, I would point out the 3.5 Epic skill rules, which allowed you to pull off "unrealistic" effects with epic skill ranks (like using Acrobatics to run up a cloud or arrow volley, Stealth to hide behind your own distraction [throw a handful of grass in the air, hide in it], or Disable Device with a thrown marble while blindfolded and 20 ft away). Also, the unlimited use is a huge deal with many skills - sure, you might be making multiple Craft checks in a day, but having the ability to climb or swim could be a serious consideration if the Caster misses you with fly, or it gets dispelled, or he already cast it today, or the instant argument starter AMF (and, against reasonably powerful spellcasters like dragons with minions that could easily use a bow/crossbow, setting up in superior terrain with an AMF is not a contrived tactic, it's probably 'business as usual' for an ancient beast that's survived hundreds of adventuring parties and dragon slayers already).

Also, the very best options combine skills with less mundane uses. Some magic items (and even a few rare spells) either require specific skills to use or else give a benefit to those with those skills. All the magic items needed Spellcraft checks to create in the first place. Rings and wondrous items augment skills to supernatural levels (+10 to Acrobatics to jump is not unheard of) if you're already excellent at them.

Pathfinder Card Game, Class Deck, Companion Subscriber

I was kind of hoping it would end with the party fighting ANY undead creature and the Cleric "accidentally" (or unable to, owing to not having taken the feat) failing to exclude the horse when he fired his "I win against undead" channel. Please tell me that happened.

Pathfinder Card Game, Class Deck, Companion Subscriber

Disclaimer: didn't read the entire thread, just the first and last pages.

Last minute second disclaimer: Oh wow this turned into a wall of text, sorry. Feel free to skip it, my feelings aren't fragile :P

Just want to point out that making magical items (besides scrolls, potions, wands, and staves) doesn't take the exact effect of the spells used to create them and make them permanent on an item. In fact, it very specifically says in the item creation examples that it doesn't work that way, using True Strike as the example. (A +1 sword of Permanent True Strike is equated to being a quasi-artifact, though I don't think they use those exact terms, because even the best epic weapons can only add half of True Strike's attack bonus.) A sword "enchanted with" AMF would probably function by giving or improving some feat in the Disruptive/Spellbreaker lines, or giving a limited use effect similar to a scaled-down AMF. I could see 3/day as a swift action generating a 5ft AMF around the wielder until the beginning/end of his next turn, around a +3 equivalent bonus or so, just eyeballing it. Maybe 1/day at +3 and a "greater" version with 3/day at +4.

An interesting take would be one that only works for character with Parry class feature (originally from the Duelist PrC) that permits you to parry spells with the sword's AMF that only barely covers the sword, like a thin skin. Another one might be a sword that specifically only ignores defensive enchantments when you attack with it, since the contact is too short to make the momentary suppression of other effects matter, but it cuts through shield/mage armor/shield of faith like butter.

A final, more boring take on converting AMF to an enchantment might just be to treat it like a more expensive Spell Resistance item that grants the SR in an aura that doesn't discriminate between friend and foe.

Although I could see a custom metamagic feat or higher level version of AMF that could be on an object, the same way light and darkness work now, and then carried/fired toward the enemy caster, assuming you have a friendly caster. Maybe a same-level version that lasts 1 round/level instead of 10 minutes/level and is portable like that. It'd work well enough - down the caster quick.

Pathfinder Card Game, Class Deck, Companion Subscriber

Apologies for the necro, but I'm looking for a decent mapping tool and rez'ing this thread seemed better than creating a very similar new one.

I have Hexographer, but honestly, while mostly it's far more powerful than I need, it also is missing some key things that are needed for Ultimate Campaign kingdom maps. Putting more than one upgrade in a hex is tough with it, and sharing terrain improvements with a settlement in the same hex looks completely stupid.

I'd strongly prefer something that can export a map easily to a Kindle (Android device), but the GM's laptop will work just as well. Any suggestions?

Pathfinder Card Game, Class Deck, Companion Subscriber

A lot of the differences between the castes might be resolvable using open-ended traits, like the Human +2 to any ability score. Maybe encourage the player to choose traits with flexibility, then the castes could be common racial archetypes like Worker: Choose +2 Con, Endurance as extra feat. Soldier: Choose +2 Str, Weapon Focus or Power Attack as extra feat. Queen gets +2 Cha and is allowed to spend their extra feat on Leadership, having it activate as soon as they meet the requirements. That's the only stretch I'm seeing - otherwise they could be built with just variations on humans.

Barring that (in case it doesn't give enough wiggle room for the player, if they want things that are drastically different between the castes), you might consider allowing the players to developer alternate racial traits like the core races all have. A dhampir with fangs plays a bit different from the base dhampir, and a Half-Elf with Ancestral Weapon can completely change the game from a Half-Elf with Skill Focus. Maybe even racial feats to allow them to start the same and evolve differently as they gain levels - Soldiers pick up Hivemind Defense (Teamwork, Combat, Racial; +1 to AC and CMD for each ally with Hivemind Defense within 10 feet) earlier than Workers, who get Hivemind Toil (Racial; add a bonus to Craft and Profession checks equal to the number of districts in the nearest settlement, if that settlement is primarily composed of [race] and contains at least one [race] Queen) at first level normally.

Outside of your rather specific circumstances, though, I would normally treat them as different races.

Pathfinder Card Game, Class Deck, Companion Subscriber
TheDailyLunatic wrote:

ultimate combat wrote:
You may purchase or build a Mansion or Noble Villa in one of the other kingdom's settlements to use as an embassy (if so, your ambassador uses it as a residence). The target kingdom's leaders may do the same in one of your settlements. Your embassy is considered your territory (and vice versa). Your embassy grants your kingdom the normal bonuses for a building of its type (they apply to your kingdom's totals but not to any specific settlement in your kingdom) and increases Consumption by 1, Economy by 2, and Society by 2.

Does that mean that if my players decide to make 10 embassies there is a +20 bonus to Society for every single podunk settlement in the nation? That means that the kingdom also gets +2 Fame for every settlement because Society modifies it. Much worse, that means that every single Diplomacy check in the kingdom gets a +20. Even the most evil kingdom becomes a utopian paradise where everyone loves each other and helps each other out all the time for no reason!

I haven't really run full force into this yet, but I think I might establish a cap on how far these shenanigans can go. Maybe a +5 or +10 cap? Also maybe the bonus only affects your capitol city?

Maybe I should just be a total douche and say that it only affects effective society in the foreign city where it's built for your citizens. Wow... that would actually make much more sense. And they'd still apply as modifiers for Fame. I think that's what I'll do.

I think that extra +20 should still be getting divided by 10 before adding to Fame. Likewise, the "global effect" to your cities' Society should only be +2. So if you have three cities totaling 16 Society together, and two foreign embassies, you have a total +2 Society modifier. It's like you have an extra settlement with just the one Noble Villa or Mansion and a 2 Society rating.

MY question with Kingdom Building is that I cannot find anywhere where cities add to Consumption. It's referenced twice in the rules and once right on the Kingdom sheet, but nothing says how much settlements add to the Consumption cost. Also, just a point of clarification: Since armies and kingdoms pay Consumption at different rates, and Farms and Fisheries reduce Consumption at the kingdom scale, how do they interact? I'm seeing three possible scenarios...

a) Farms and Fisheries do not ever reduce army Consumption. I sincerely hope this is not the case, as my Kingdom is not well-positioned for lots of +BP per turn, only lots of -Consumption, and I'd like to not die from the Kobold and Dwarf nations near me.

b) Farms and Fisheries apply to army Consumption after kingdom Consumption, if kingdom Consumption is reduced to zero, but the reduction only applies once per month. So to get an army to zero Consumption, you have to have enough Farms to cancel out four times the army's Consumption. This is what I think it is - that Farms apply to the armies' monthly Consumption.

c) Farms and Fisheries apply to army Consumption after kingdom Consumption, if kingdom Consumption is reduced to zero, and the reduction applies to each week's Consumption. This is a really nice option for the players, but pretty much means giant armies will be the norm for any reasonably sized city. Stockyard in the middle of seven Plains, with seven Farms = -14 Consumption before you even start building Fisheries or more Farms further out.

Pathfinder Card Game, Class Deck, Companion Subscriber

So, I hope someone more expert than me comes along at some point to clarify, but the way I understand it is that any object that is linked to an extra-dimensional space when open (bag of holding, handy haversack, et al) is NOT an active portal to that space while closed. This is why your potions don't bounce around and break when you ride a horse or your swords don't poke through the bag when you drop it, for example.

Therefore, the animate creature inside would be unable to leave the haversack under its own power unless the haversack were left open for it to do so (and would then be as easy to steal from or have things fall into, etc, as any other container).

Moreover, the maximum volume of the container (minus about one fourth if the bag is more than half full) would be all the air the creature had, so if it needs to breathe, don't leave it in there for long.

Pathfinder Card Game, Class Deck, Companion Subscriber

I wouldn't say that the wizard is customizing the outsider, it's more that the wizard has researched a specific outsider that already meets his criteria. Many (not all, of course) GMs already allow customization of feats on summoned monsters normally, especially for summoners and conjurers that by nature summon really often, they summon the same monsters each time and have chosen monsters with particular feats instead of the racial average.

I don't like the power mostly because if that outsider dies, you lose it. No replacement. The fact that you're customizing it makes it even more obvious - this is a single, specific creature that is even more irreplaceable than your own character (at least you can be resurrected).

Pathfinder Card Game, Class Deck, Companion Subscriber

A few quick reasons I play fighters:

quick to build. As long as I'm starting with what I want them good at in mind, you can slap a fighter together nearly as quickly as you can double check to make sure you added all your bonuses and aren't writing a number that's too low on your sheet. I don't sit down "I'm going to make a fighter", I say "I want a grappler... hmm... monk takes ages to make, grapple-fighter it is!"

no baggage. "I want a two-weapon fighter who..." if the next words are anything besides "LOVES NATURE", Fighter is your best choice. Likewise, "I want a two-hander who..." RAGES and HEALS are the only answers that allow you to choose something besides a fighter.

omg versatility. Sure, I don't have unique class features, but so many feats, and the fighter archetypes give me some unique class features if my fighter fits into one of them. Just a few days ago I had a player have to step outside and calm down when he tried to five-foot away from my fighter so he could cast (Spellbreaker ftw) and died to a scimitar critical (Step Up and Strike ALSO ftw).

Raw DPS, every time. Sure, the fighter isn't going to keep adventuring once the wizard is out of spells... but when does the wizard run out of spells? Half the time the wizard is complaining that there aren't enough targets left after my turn to justify an AoE...

Also, I noticed a lot of assumptions that fighters are melee... Improved Snap Shot anyone? In the game I'm running my bow fighter, I did talk the GM into letting the 'sure shot' class feature (which does the exact same thing as Point Blank Master) count as the Point Blank Master feat, to save me one more feat pick when it was going to be completely worthless, and now my fighter has a 15-foot threatened area and a selection of +1 arrows with different abilities on them and a conserving bow. Spell storing arrows are ridiculous... I've got a few with vampiric touch and one with ray of exhaustion left, hehe.

Slightly off-topic, but my bow fighter is about to get the ranged-defense class features as well, and she's got a buckler of arrow attracting... "if you tank melee for me, I'll make you immune to ranged physical..."

Pathfinder Card Game, Class Deck, Companion Subscriber

Darkvision as a PC power is nearly unnoticable for anyone that sticks with the party. Assuming your party has at least one person without darkvision, your party STILL carries a light source. It might be good for the rogue if he's going to sneak away from the group though, since the concealment granted by darkness is good enough to make Stealth checks with....

Pathfinder Card Game, Class Deck, Companion Subscriber

I'm curious, when someone said Summoners don't fit in the Golarion lore... what happens when a Conjurer hits level 20 and gets his permanent summon? Because to me, it sounds a lot like you're saying "permanent summons don't belong in the world"... Let's also not forget the original "permanent summon", a certain re-summonable panther that faithfully served his dual-wielding master as a friend and front-line for a limited number of hours per day.

Which brings up an awesome point - Eidolons need to have "character" crafted for them, too, not simply be ignored by the party as just one of the Summoner's class features. Face it - other PCs are more likely to interact with the wizard's familiar or the cav/pal's mount than spend any time talking to the melee-bunny or wolf-made-of-blood that Summoners are likely to dream up.

Pathfinder Card Game, Class Deck, Companion Subscriber

At this point, it seems like your best bet is to ask the player if they'd mind playing something (ANYTHING) different that actually fits in the game, killing the barbarian, and having the GM allow your players to stumble on a raise dead scroll for when the final showdown that all the original characters will be needed to win. They made a character that simply doesn't work at all with the game you're playing. They might as well as have run a Space Marine with levels in Sith Lord and a few skill ranks in Pilot(Giant Mecha).

Pathfinder Card Game, Class Deck, Companion Subscriber

The OP is looking at fireballing ONE monster in his examples.... that's not the point of fireball. My dragon hunter party closes in with our group Fire Resist 10 and lets the caster lay down the fury. He pings his team for around a total 15-20 between the four of us in melee, sure, but he puts out 150+ against good sized groups of minions and gets them out of the way, while hurting the lieutenants to reduce the damage we have to get on them before they drop as well. Lightning bolt is better for when your team doesn't all have Fire Resist, though, since you can angle it to blast through a few baddies without hitting teammates.

Actually, I wish our caster had opted to be resurrected instead of rerolling when he got eaten (we were ready for a dragon... not a half-dragon dire crocodile. Charge-bite-grab-death roll, followed by death roll-swallow whole... he didn't stand a chance).

Pathfinder Card Game, Class Deck, Companion Subscriber

That is what I was thinking, even though it seems... odd. Roll it every round and take the roll if it's higher than the static.

My problem with that, though, is that if that works that way, then why shouldn't multiple applications of dice bleed also work that way? If I can inflict 2d6 bleed 3 times, should we 2d6 three times a round and take the highest? My group might honestly just stick with the static-dice (roll once and use that) for simplicity, even though we're usually pretty solid on following RAW w/ errata.

1 person marked this as FAQ candidate.
Pathfinder Card Game, Class Deck, Companion Subscriber
James Jacobs wrote:
Mosaic wrote:
Do you re-roll bleed damage each round, or continue bleeding the same amount each round based on the initial bleed damage roll?
If the bleed damage is expressed as a die roll... yup; you reroll the damage each round.

How does this work with the fact that multiple sources of hp bleed don't stack?

For example, the rogue in my party lands a Bleeding Strike that causes 7 bleed, on a target I've landed a Bleeding Critical against for 2d6 bleed. Do we roll the 2d6 each round and take it if it's higher than 7? Does the 7 bleed overwrite the 2d6 because 2d6 averages 6.5? Maybe they count as "different types of damage" since one is dice and the other solid, and now he bleeds for 2d6+7?

I always thought you just rolled the bleed dice once and kept that, and so my 2d6 bleed would have a single number on it - so it would be, say, 9 bleed and would make the 7 redundant. Now that I know you reroll the dice every round, I don't get how they work together.

Pathfinder Card Game, Class Deck, Companion Subscriber

True, but the ability states that it works just like a full attack and the FAQ answer clarifies that it does so. It's slightly less "activating a supernatural ability" at this point and simply "using a weapon other classes don't have". It even provokes attacks of opportunity (making it act more like a ranged weapon than a supernatural ability). If the supernatural ability in question specifically says to treat it as a full attack, and the official answer from the developers is that it works fully with two-weapon fighting, taking the two together makes a pretty solid case for treating bombs in a full attack as just another potential weapon choice.

Going back to the OP, your question about using a hand crossbow seems like it would work once between reloads, faster with the Rapid Reload feat (after all, your hand is empty between bomb throws). If you only take the first TWF feat (or don't take it at all) you only get one off-hand attack anyway. Nice for adding a little extra damage to one full attack during a combat anyway.

That said, an official answer on using other weapons during a Fast Bombs full attack would be nice. I always prefer offical errata to attempting to divine the intent of the devs - even when I'm GM'ing, I prefer players and GM alike know they can rely on the rules to determine what's going on.

Goblin Squad Member

I've heard it compared to a shooter, but no one can ever explain how it's like a shooter. The spells don't recharge until you rest, and rests inside a dungeon on higher difficulties are limited. Combat is almost entirely roll-based, although positioning does play a part. Tumble is nice for moving quickly through a combat (it reduces the collision you get with other models, making it easier for a tumbler to get past enemies) but it only helps you "avoid" hits if you get out of an AoE before it lands - and fireballs fly too fast for you to have predicted where the AoE was going to be and dodged it intentionally. Active shield defense gives DR, doesn't negate hits, and you can't attack during it (I don't normally play sword-and-board or actively block on my healer, so I can't recall whether you can abort an attack-in-progress and block an incoming attack or not).

Most of all, rule #1 of a shooter is not to sit still in combat so as to present a harder target. Movement during your attack animation in DDO gives you a -4 penalty to your attack rolls - unless you have the Spring Attack feat.

The only time I feel it's like a shooter or action game is in PvP - it's actually likely that you can get out of the attack animation of your opponent with well-timed dodges or strafes, or that you can get behind a caster (breaking line of sight) if he's throwing slow spells or you're a tumbler. However... PvP has absolutely no point in the game. There is no reward, not XP, not drops, not even a ranking system I'm aware of, and is always 100% voluntary with no lasting consequences (unless you use up consumables during the fight, those don't get replaced).

Pathfinder Card Game, Class Deck, Companion Subscriber

I'm not saying the alchemist is a terrible class at all, simply providing a few answers to the OP's question. I like the alchemist as well. I think that in most cases having EVERY melee-type splash a level in a given class is just stupid - not for rules reasons, but for flavor. It could work, but I imagine that table feels a lot more like min/max central than a storytelling station right now. Even the barbarian spends a few hours a day carefully measuring reagents and applying heat for precisely measured minutes.

Being able to drink the high-level alchie's mutagens is... impressive. The costs on Infuse Mutagen are a bit high to mass-produce them, but I could totally see major battles being decided by the entire party producing Grand Persistent Infused Mutagens from under their cloaks and totally "hulking out".

Thanks for doing the footwork on Mutagen AoOs. I might consider houseruling that - it is literally the exact same action as drinking a potion, after all - but it's a bit too late for that in the OP's game (waiting until after everyone has taken a level in alchemist and then changing how the mechanics work is simply dirty), so that's not an answer.

If you're not using an already existing city as your campaign area, if it's taking place in an area that's being defined by you instead of out of a canon book, you might consider having certain types of alchemy banned in some areas or for a time period. That hurts your main alchemist, though. I'd make sure to limit it - only mutagens is specific enough that your main alchie still has options without breaking the law every time he acts. There's all kinds of rationale you could use - maybe a Master Chemyst attacked the mayor's house in his transformed state, or some other alchemist archetype was doing experiments he maybe shouldn't have and something horrible happened. Maybe a mage guild simply managed to draw together some support to have mutagens banned through political clout. Getting them unbanned could become a storyline (mostly non-combat, even) - or your players might prefer to live as outlaws, always carrying a black market substance under their cloaks and having to make tough decisions on whether or not to risk using them.

As long as you and your players are having fun ^_^

Pathfinder Card Game, Class Deck, Companion Subscriber

given the official FAQ answer, I can't see any way that using whatever combination of one-handed weapons you wanted wouldn't be ok with TWF. Mix and matching thrown weapons, using a one-handed melee weapon (bombs presumably count as light weapons), or using a one-handed ranged weapon (which are few and far between - I could see a single round from a crossbow, but you can't really use a longbow one-handed). Of course, you found a way around that with the revolver... and I might point out that you can get an extra arm as an alchemist. You could reasonably TWF/Rapid Shot bombs with bows for tons of fun. Suddenly I'm thinking of what cannot possibly be an optimized build... but dual-wielding bows with an alchemist seems like too much fun. Maybe I'll focus Mutagen-side and make him dual-wield greatswords instead...

Pathfinder Card Game, Class Deck, Companion Subscriber

that's... excellent. I knew you could attack from prone, and have used it on both sides of the screen, but for some reason I thought prone creatures no longer threatened. Threatening with reach from prone is hilarious to me. I'm going to have fun with this. Thanks all.

1 to 50 of 82 << first < prev | 1 | 2 | next > last >>

©2002–2015 Paizo Inc.®. Need help? Email or call 425-250-0800 during our business hours: Monday–Friday, 10 AM–5 PM Pacific Time. View our privacy policy. Paizo Inc., Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, GameMastery, and Planet Stories are registered trademarks of Paizo Inc., and Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Online, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Inc. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Inc. under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.