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Verik Vancaskerkin

kinevon's page

Goblin Squad Member. Pathfinder Card Game, Comics Subscriber. FullStarFullStar Pathfinder Society GM. 1,323 posts (2,472 including aliases). No reviews. No lists. No wishlists. 15 Pathfinder Society characters.



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Andoran

Pathfinder Card Game, Comics Subscriber
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Ya know, maybe if you were looking at the correct rules, you might be able to figure out how riffle scrolls work.

ISW wrote:

A riffle scroll is similar to a standard scroll, but its methods of activation and shape are quite different. A riffle scroll is a wondrous item that holds the power of a single spell. Each riffle scroll is a thin booklet, similar in shape to a chapbook (but somewhat smaller), containing 25 to 50 pages of eldritch symbols. When held between thumb and forefinger and riffled through in a quick manner, the motion of the pages turning activates the magic within, simultaneously completing casting of the spell and erasing the booklet.

A riffle scroll uses spell completion as its activation type, just as do normal scrolls. Characters who cannot cast the spell contained in a riffle scroll must rely on Use Magic Device to activate the magic held within. Riffle scrolls are treated exactly as scrolls for the purposes of deciphering the writing, activating the spell, and determining its effects (including the chances for mishaps), save for the fact that riffle scrolls do not require verbal components—they automatically function as if they were cast using the Silent Spell metamagic feat. Activating a riffle scroll provokes attacks of opportunity just like casting a spell. Magical silence does not interfere with using a riffle scroll. Activating a riffle scroll requires one free hand. A riffle scroll uses the normal casting time for the inscribed spell, even if the user or creator is of a class that has increased casting times when using metamagic effects.
Spell Completion wrote:
This is the activation method for scrolls. A scroll is a spell that is mostly finished. The preparation is done for the caster, so no preparation time is needed beforehand as with normal spellcasting. All that's left to do is perform the finishing parts of the spellcasting (the final gestures, words, and so on). To use a spell completion item safely, a character must be of high enough level in the right class to cast the spell already. If he can't already cast the spell, there's a chance he'll make a mistake. Activating a spell completion item is a standard action (or the spell's casting time, whichever is longer) and provokes attacks of opportunity exactly as casting a spell does.

I see nothing in Spell Completion where it says you have to read the item. Nothing.

For a riffle scroll, the final part of the spellcasting is a gesture, which is riffling the scroll, not reading the scroll.

Andoran **

Pathfinder Card Game, Comics Subscriber
1 person marked this as a favorite.
Mazym wrote:
Isn't PFS the only OP play option? You are pretty much stuck with playing a PFS agent if you want to OP in PF. The factions give variety in what might otherwise be a "you are the Mission Impossible team" game. More Decemvirate focus and less factions means more MI team feel and less variety of motive. Not saying good or bad, but different. I guess good for player cooperation and not having weird breaks in the action. Bad for folks who are only PFS agents as a way to play and really want to be <faction> agents.

No, PFS is not the only Pathfinder RPG OP campaign. It is the only one from Paizo, but there are others.

NeoGenesis, from LPJ games, which former VC JP Chapeau is involved with.
IIRC, Living Arcanis has updated to use PFRPG instead of 3.5E.

There may be others, as well.

Andoran **

Pathfinder Card Game, Comics Subscriber
1 person marked this as a favorite.
Paul Rees wrote:

I have lost count of how many times I have ran Silent Tide and the Before the Dawn Series.

I love them. I don't mind running them and if you got the chonicle sheets I can pretty much run it from memory. I am at my best at those tables and players have lots of fun.

I don't earn a drop of credit and I don't mind a bit as I am there too have fun as well and enjoy myself with friends.

Paul, as a VC, you get other incentives to run and organize for PFS.

Me? I run PFS because it seems, sometimes, like if I didn't, no one in my area would. Other than at the monthly Game Day.

Maybe it is just a problem that I am not receiving any announcement emails frmo my local VOs for other local games. Maybe, is it sometimes seems, there are no other local games.

In either case, it has seemed to me, for quite some time, and several VCs, that if I am not running PFS, no one is.

I would not mind getting an incentive to re-run scenarios. I have done so, but that was at local player request.

On my own, I would like to earn more than just a table toward my next star for GMing, yet again, scenario X.

Andoran **

Pathfinder Card Game, Comics Subscriber
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Does that mean that <redacted> got rescued and returned to being a faction leader?

Andoran **

Pathfinder Card Game, Comics Subscriber
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Well, just as an FYI, I am running the first part of Thornkeep, the Accursed Halls, and my players have been having a really rough go of it. They have been having serious issues with almost every encounter so far, and have had to retreat a couple of times to rest up and recover their resources.

Spoiler:
The 6 goblins burned up most of their healing, since they had serious issues dealing with the archers, what with the last goblin succeeding at not one, but two, bull rush attempts to push PCs off the balcony.

The first one was against the Paladin at the edge of the balcony, and he just barely succeeded. The second one was against teh Cleric who was 5 feet farther in frmo the balcony edge, but he made the roll by enough to push him that extra 5', so off the balcony for the Cleric, as well.

But, just as he was about to tun away, he got killed. No free beer stories for him in his local tavern. Fame is fleeting.

Andoran **

Pathfinder Card Game, Comics Subscriber
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Edit: My apologies for the following wall o' text!

Rerednaw, I am sorry you have not been able to participate, so far, in PFS gaming in Las Vegas.

As Perry mentioned above, the Vegas Gamers organization runs a monthly Game Day, currently held on the third Saturday for most months, in the downtown area. There are currently two PFS scenarios scheduled each of the two slots that day, and both slots include at least on e of the Tier 1-5 scenarios, which are open to first level PCs.

As Perry mentioned, I run some PFS, currently only once a month or so, at one of the local game stores, the Little Shop of Magic, which is located at Flamingo & Durango roads. Unfortunately, while I was running a Tier 1 module this month, my game was actually this past Saturday. I am planning on running a Tier 2-4 module next month, but we do have plans to try and complete the scenario before the end of the month.

Currently looking at trying to finish on January 27th at Little Shop, but send me a PM or email me at kinevon at gmail dot com, and I can add you to the list. Note, if you join the ongiong module, you won't get the full rewards, since we have had one session,but, hopefully, if you manage to get to Vegas Game Day, you can get your PC to second level, and join in my May game.

As a GM, I tend to run a bit slow, and have difficulty completing scenarios or modules within the "normal" time allotment.

As Perrya lso mentioned, I am trying to run the Shattered Star Adventure Path from Paizo, and am currently trying to promote getting a few more players. My original group is down to two players, and that means I have some slots open. The time slot can be a bit difficult for many people, though, since I am currently scheduled to run the game on two Friday afternoons a month, from 2 pm to about 8 pm per session, usually on the second and fourth Fridays.

If you go to the Vegas Gamers Meetup site, you can go to the Discussion area, and I have two posts up, about the monthly PFS games, and on the Shattered Star AP, with the nominal dates posted.

On Venture Officers, the Venture Captain is in charge of promoting and organizing PFS play for a fairly sizable geographical area, and he usually nominates Venture Lieutenants who do the promotion and organization wihtin a smaller subset of the VC's area.

Vegas has a fairly new VC, Chris Clay, and two VLs, Adam Mickelson and Rob Fain, IIRC. Both Chris and Rob are scheduled to be GMing at this month's Vegas Game Day, so you can probably get a few minutes of their time there. Chris has also been running impromptu First Steps sessions at Game Day, since there have been a bunch of new players showing up.

On my PFS sessions at Little Sho, while I usually have some idea of what game I am going to be running, I am always ready to hear back from my players and prospective players if they have a request I could fulfill.

Since I own all of the PFS scenarios and most of the sanctioned material, as long as I have some time to prepare, I would be happy to run most anything available.

As mentioned, as long as you have a Paizo account, you can go to the PFS section of the Paizo website and get yourself a PFS number, or ask your GM, and he should have an unassigned number available to give you.

Let me know if you have any questions a local GM can answer. Also note that I try to get to the Little Shop games early, when I can, so I can provide any assistance I can.

Andoran **

Pathfinder Card Game, Comics Subscriber
1 person marked this as a favorite.

Nothing is currently scheduled, by me, at least, at this time.

Nothing says I couldn't try to set something up for either Friday the 29th or Saturday the 30th, or, even, Sunday the 31st.

Got a list of scenarios you would like to see scheduled/can play for credit?

Note that, unfortunately, most of the local PCs are only going to be tiered for 1-5 or 3-7. I don't know if we can get enough higher level players together on such short notice to handle anything higher in tier.

I have all non-retired scenarios for every season other than the tier 7-11s. I own some o f those, not all yet.

I have all the sanctioned modules that have chronicles, other than the very newest one.

I have the Thornkeep book, so can run any of those levels. Indeed, my current plan is to run The Accursed Halls at the local game shop I normally run at, Little Shop of Magic, on Saturday, April 6th, but that is too late for your visit.

Quickest way to contact me is at my gmail account, kinevon at gmail dot com.

Marty W

Andoran **

Pathfinder Card Game, Comics Subscriber
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Silbeg wrote:
Above all, a goof GM is a good player, a good fan of the game!

I wanna be a goof GM!

Although I am sure some of my players, GMs, and co-workers would be willing to swear I am goofy enough already. ;)

Spoiler:
Is lightening the mood, which I hope this post in fun has done, considered constructive?

Andoran **

Pathfinder Card Game, Comics Subscriber
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What I have seen done, however, is that you let the other person GM, but you play in the game.

That way, you are still there and available as a resource, but, if it is the right scenario, you both can get credit.

No matter what, you can do this with any of the First Steps scenarios, or any of the Level 1 modules, including the level 1 Free RPG Day modules.

Also, IMO, the First Steps scenarios do seem to be a little simpler in mechanics to run as a first-time GM, rather than dealing with the ugliness that can be a 1-5 or worse. We Be goblins! would also be a fairly good first-time module, as it is pretty much self-sustaining, on the role-play front, without the GM having to do all the initial RP himself.

On the First Steps scenarios:
This can be a good way to both get the feet of a new GM wet, since the three scenarios cover most of the typical environments Pathfinders will encounter, butit would also let the group start a new batch of PCs, and get some experimenting in on their side, as well.

Andoran **

Pathfinder Card Game, Comics Subscriber
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Dragnmoon wrote:

You all forgot one..

Pathfinder Online: Thornkeep - The Accursed Halls

Guilty.

Add it to the Tier 1-2 modules section of my post, as it follows the rules for modules rather than scenarios or special modules.

Andoran **

Pathfinder Card Game, Comics Subscriber
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Tier 1 scenarios are only, at this time, the three First Steps scenarios:
First Steps, Part 1: In Service to Lore
First Steps, Part 2: To Delve the Dungeon Deep
First Steps, Part 3: A Vision of Betrayal
Scenarios are 1 XP, 2 PP, gold as written, cannot be given to anything but first level PCs, and such PCs cannot be on slow track, whether player or GM credit.

Tier 1-2 modules are:
Crypt of the Everflame
Murder's Mark
The Godsmouth Heresy
These modules grant 3 XP, 4 PP, and gold as written. Credit for them can be given to any number of 1st level PCs, played or GMed, but only one second level PC as player or GM.

Tier 1-2 special modules are:
Master of the Fallen Fortress
We Be Goblins!
These modules grant 1 XP, 1 PP, and gold as written. Credit for them can be given to any number of 1st level PCs, played or GMed, but only one second level PC as player or GM.

Note there is some discussion ongoing about whether the credit for MotFF has to be given to only a totally new PC or not.

If the scenario has tiers 1-5 or 1-7 as options, then it is one & one for credits. The same holds true for modules that are tier 1-3.

Andoran **

Pathfinder Card Game, Comics Subscriber
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Andrew:
Unfortunately, you are one of several people whose posts, in general, seem to be such that my playing with you, as player or GM, would be contra-indicated, since your idea of fun, as expressed by your posts, and mine seem to be at odds with each other.

You may not be the wet blanket your posts give the appearance of, but that is what impression your posts give me.


On one of the side topics that came up, regarding "no risk" playing up of a 7th level pregen in sub-tier 10-11 games.

This is very unlikely given several of the rules of PFSOP.

1) You can only give credit to a PC for pregen play when your PC is at the same level as the pregen, or, with cut-down gold, to a new PC. Can you even give that 4th 7th level pregen chronicle to a PC that just hit 8th level?

2) APL limitations tend to strongly discourage being able to come up with a table which has even one 7th level character at it being able to play at sub-tier 10-11. It is possible, but takes a bunch of "willing" partners. Let's say, just for giggles, you can get a table of 6 players, on a Season 0-3 scenario going. Your APL needs to be at least 9.5 after all adjustments.

APL +1 for a 6 man table.
APL 8.5 for party average.
8.5*6 = 51 levels divided amongst the players' characters.
51-7 = 44 for the other 5 players.
44/5 = 8.8, so a group of 4 9s and an 8, along with the 7th level pregen, minimum.

To be honest, for Season 3, and likely Season 2, I would refuse to play up. For Season 0 or Season 1, I might think about it. But it would tend to be a bad idea, since you could be facing an opponent or encounter which is CR 15. That could be one 16th level type, or a fairly large assortment of a party lead by strong NPCs.

Now, for a group of five 10th and 11th level PCs, and one 7th level, I would tend to look askance at the player of the 7th level. "How likely is that one to survive, especially since it is Ezren?"

Overall, getting into a situation where playing up with a 7th level pregen is going to be fairly rare. If you do it often, it will probably be noticed, and, if it happens at a Game Day type event, where there are multiple tables, likely to find the coordinator finding out what level PCs you have with, and moving you to that table, instead.

Andoran

Pathfinder Card Game, Comics Subscriber
1 person marked this as a favorite.

1) Make sure your players understand when you are questioning them, at least the first time, that you want them to clarify intent. Don't just go out of your way to hit them with Murphy. Explain the first time.

Now, for experienced players, just verify, as long as they know that is how you run.

Make sure they know that you take things like Readied action triggers as though you ran it through a computer, not a person's psyche.

Aside: Do you really require your new Looie to state out exactly whenhe wants the mortars to fire, not at one of our own foxholes, but at an enemy?

Remember to apply some common sense. In general, remind the players that an enemy may not be who comes up first. Also remember that in a combat environment, an experienced combat specialist, which all Pathfinder PCs are once they hit second level, is not likely to lose their head and attack an ally that surprises them during combat.

Neither your GM NPCs, nor the PCs, are robots or computers, and they will act as members of their own side, seldom intentionally adding the enemy.

2) Remember that not everyone is an immersive role-player. I, for instance, am not. And, sometimes, when I do wind up role-playing one of my PCs, it is as likely as not to be something uncomfortable, either for me or my audience, or both. {My Magus: In a creepy voice: "Have you met my good friend, Higgs? Higgs really wants to, heh heh, get together with you." Explanation: Higgs is the name for my Bladebound Magus's Black Blade, so interpret it that way, now that you know.)

I also played for a decade with a group that keep working on me to improve my RP. Overall, I found it more irritating than helpful. I had to exercise my patience with it, however, since I had no access to any other gaming group. Overall, both sides were not enjoying themselves as much as they could have.

3) On the Obscuring Mists: No way does a 20% miss chance equate with, "Take a random chance of making an Attack of Opportunity on your allies." Especially since, for most PCs, AoOs are a limited resource, and carefully husbanded. Especially a DC 15, which is a difficult DC, and therefore, for non-Perception experts, something they are likely to fail. To me, there is nothing in Physics which supports your call, and it would be detrimental to my fun.

By the way, used properly, an Obscuring Mist can be a great defensive spell, which can be used by the caster and his allies to give them protection while denying it to their enemies.

On the Hurling Thrower thing, not a bad call, but find out why they object, and what they would propose instead.

Overall, remember that communication needs to include you, as well, and that it is a two-way street.

If something comes off as an arbitrary call to your players, it means that they didn't understand your reasoning, and you should take a few moments longer to explain it.

Also remember that things like the CR of monsters are only a guideline, and keep an eye out for lose-lose propositions, like running a party of totally new PCs up against a Shadow. A Shadow is "only" CR 3, and therefore, by definition, a "challenging" encounter for the party. But, overall, for new 1st levels, unless they all have positive energy channeling, it becomes a frustrating encounter, with a strong potential of being a TPK.

Spoiler:
1d6 Str damage can, on average, kill a Str dump Sorcerer in two hits. Even against that Str focused Fighter, with a 20 Str, it only takes 6 hits on average, and the fighter at that point can only run away. And +4 against touch AC means that, against all but the highly Dex based, it only needs a 10 or less to hit.

And, after that first party member goes down, the situation goes rapidly south. No more than 4 rounds after the first PC goes down, there is another Shadow attacking the party. That can rapidly escalate. Two Shadows can more rapidly bring down more party members, creating mre Shadows, until TPK is reached.

Channel Energy and magic weapons (and what new PC bought an Oil of Magic Weapon?) and other positive energy effects (Cure Light Wounds) are the only attacks that can affect a Shadow. Mainly at 50% damage. At least it doesn't have DR to go with the incorporeality...

Andoran **

Pathfinder Card Game, Comics Subscriber
1 person marked this as a favorite.

How about a Taldan Paladin of Sarenrae? Or is that a combo that requires an Atonement at the beginning of every scenario?

Andoran **

Pathfinder Card Game, Comics Subscriber
1 person marked this as a favorite.
TOZ wrote:
Clearly, no one can ever attack each other then.

Clearly, you want to grab the pointy end of the stick when you disarm someone wielding a longsword on a weapon cord.

5'4" height gives an reach of arm of about 2'8", then you add the 2'6"-3' length of the average longsword. Oh, look, you can hit someone 5' away with a weapon.

Even with bare hands, you can lean over and reach, but try pulling back on a sword with a 2' cord on it attached to someone else, and you would, given common sense, wind up prone when you lose your balance because you can't straighten back up successfully. Unless you just lost your grip on the item you were trying to pull back on, instead. Which is how I would rule it, at my tables.

Sure, you can knock it out of his hands, but there is no sensible way you can hold on to it without squeezing up close to the person it is attached to. Or do you then add a Strength check to break the cord?

ETV, but, to me, common sense says that you ain't gonna be able to grab and hold on to an item attached to someone else's body.

Purse snatchers? Sure, but you will notice that they either cut the purse straps or just outright exert a lot of force and break them to get that purse. And the purse is not tied to the holder, usually. And the ones that are tied are the ones that they will avoid. Probably because they couldn't keep hold of them as the cord rips it out of their hands as they get too far from the person it is attached to.

I would guess you are going to start disarming spiked gauntlets next.

Andoran **

Pathfinder Card Game, Comics Subscriber
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Furious Kender wrote:
kinevon wrote:

A couple of points:

Weapon cord:
2' long.

Unless you are a halfling or gnome, your corded weapon is NOT on the ground, it can't fall that far.

Second, even if it is on the ground, the cord prevents it from leaving your square, therefore, unless the enemy ends his turn in your square, which is against the game rules, there is no way he can be holding your corded weapon. No possible way inside the current rules.

So sorry, if the weapon is corded, you ain't grabbing it when you disarm it, since it isn't falling to the ground, nor can it be removed from the original wielder's square.

Now, some people seem to ignore some of the real down sides to weapon cords, which is that you suffer penalties while the weapon is not in hand, and you cannot wield another weapon with that same hand.

As to the bogus "You cannot use armor spikes if you are actively wielding a two-handed weapon." ruling, the people making the ruling seem to ignore that armor spikes cover the entirety of the armor, not just a fringe on the arms or some such. Can you hip bump while your hands are occupied? Yes? Then you can hip bump with the spikes.

Or do we really need to either take IUS or a dip into a level of Monk so we can threaten while wielding a two-handed weapon?

I am fairly sure you would need to be within two feet of the enemy of disarm them, such as with an unarmed strike.

You do know that the game is done in 5' squares? And that, on average, puts 5' between the centers of the two characters involved? 5', not 2'.

Andoran **

Pathfinder Card Game, Comics Subscriber
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A couple of points:

Weapon cord:
2' long.

Unless you are a halfling or gnome, your corded weapon is NOT on the ground, it can't fall that far.

Second, even if it is on the ground, the cord prevents it from leaving your square, therefore, unless the enemy ends his turn in your square, which is against the game rules, there is no way he can be holding your corded weapon. No possible way inside the current rules.

So sorry, if the weapon is corded, you ain't grabbing it when you disarm it, since it isn't falling to the ground, nor can it be removed from the original wielder's square.

Now, some people seem to ignore some of the real down sides to weapon cords, which is that you suffer penalties while the weapon is not in hand, and you cannot wield another weapon with that same hand.

As to the bogus "You cannot use armor spikes if you are actively wielding a two-handed weapon." ruling, the people making the ruling seem to ignore that armor spikes cover the entirety of the armor, not just a fringe on the arms or some such. Can you hip bump while your hands are occupied? Yes? Then you can hip bump with the spikes.

Or do we really need to either take IUS or a dip into a level of Monk so we can threaten while wielding a two-handed weapon?

Andoran **

Pathfinder Card Game, Comics Subscriber
1 person marked this as a favorite.
redward wrote:
Fromper wrote:

Of course, my prankster bard is still looking for an item that will give +2 on Perform (Comedy). I've seen the juggler's kit in Ultimate Equipment, but that's only +1 for 15 gp.

You could always buy two. Or maybe three. I think the world record is around 12 or so...

Nah. It is a sledgehammer and ten large watermelons. 10 uses for the 50 gp. Isn't that how some of the kits work, like the healing kit?

Spoiler:
Gallagher, IIRC

Andoran

Pathfinder Card Game, Comics Subscriber
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Nuku wrote:
I am curious, why a pony?

Because not only does it provide flanking for a short time, it also becomes the primary target for the goblins.

Goblins, being goblins, have this thing about horses and dogs. They would either all turn and attack just the pony, or, have to make a morale check to not run away in panic from the pony.

Andoran

Pathfinder Card Game, Comics Subscriber
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Don't forget the Stone Familiar from UE. 6,000 gp not to lose your spellbook?

Andoran **

Pathfinder Card Game, Comics Subscriber
1 person marked this as a favorite.

Actually, what you are looking for is on page 23 of the Guide to Pathfinder Society Organized Play, v4.3:

Quote:

Prestige Classes

Roleplaying requirements for prestige classes (such as particular ceremonies or killing a devil) are waived in Pathfinder Society. Please make the following adjustments if you wish to take levels in Loremaster or Pathfinder Chronicler. Additional prestige class options (and any minor adjustments needed) are found at paizo.com/pathfindersociety/resources.
Loremaster: This prestige class’s requirement of “any three metamagic or item creation feats” changes to “any three metamagic or Spell Focus feats.”
Pathfinder Chronicler: This prestige class does not require an item creation feat to access it.

As you can see, it explicitly calls out the killing a devil requirement, so you should be covered.

Andoran **

Pathfinder Card Game, Comics Subscriber
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Yup. Every time you call him Drendle, he gets you back by waking you at 2 am to go on another deadly mission.

"Yes, its urgent that you leave right NOW (to get yourself killed) for this mission that I have known about for 3 months, but needs to be completed within 3 hours."

Andoran **

Pathfinder Card Game, Comics Subscriber
1 person marked this as a favorite.
Chernobyl wrote:

I was under the impression the when playing a pregen in a situation like this, the chronicle could not be applied to the player's PC until it reached the minimum level for the chronicle

in this case, it would not be applied to the character until the first opportunity after reaching level 5, and level 5 rewards are what would be applied (after the loot loss paying for the raise is subtracted)

One of Patrick's alii applies here: RTFM. ;)

Quote:
A player who uses a pregenerated character must apply the Chronicle sheet to a newly created 1st-level character or hold the Chronicle sheet until his character reaches the level of the pregenerated character.

So, this discussion seems to revolve around that first option, applying a chronicle sheet from higher level pregen play to a new 1st level PC as their first chronicle.

Andoran

Pathfinder Card Game, Comics Subscriber
1 person marked this as a favorite.
sieylianna wrote:
RumpinRufus wrote:

Specifically:

You may use Disarm, Sunder, or Trip as an attack of opportunity.

However, you may not use Trip as an Attack of Opportunity when an opponent stands up from prone.

That's when you Disarm him.

Then you Trip him when he reaches down to pick up his weapon.

Bwhahaha.

Is the 15' thing, as part of Greater Disarm, required? Or can you just have him drop his weapon instead of bouncing it 15'?

Andoran **

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Online PFS using VTTs:

Pathfinder Society Online Collective

The members/GMs of this group use the following VTTs and supporting software:
MapTools v1.3b87 is the current production version.
TTopRPG v2.0 is not used by many of the GMs.

Fantasy Grounds 2 paid VTT, there is also a PFS FG2 forum used for posting games atGame Announcement thread

An Australia-based group uses a VTT called Combat Assistant which is a free program, mainly a map visibility tool, with all movement handled by the GM.

Most of the groups use Skype, Ventrilo or TeamSpeak 3 for voice chat at the same time.

The Australian group also uses IRC for text-based chat during their games. Yeah, three programs.

Some of the GMs are also experimenting with roll20.com and Google+. Those can have embedded voice chat, although it is still early days, so they sometimes have to fall back to a Skype conference call.

Hope to see you there. I use the same username there as here.

Andoran **

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GM Rewards for Dummies:

Chronicle should be credited to the PC you want it applied to at the time you run the scenario or module.

The GM (you) fills out the chronicle sheet for his (or her) PC as though he were filling out the chronicle sheet for one of his players, including marking sub-tier and filling in the GP, XP and PP boxes, and signing/initialing everything, along with dating it and putting in the event information.

Remember that the GM credit does not allow the use of a Day Job roll.

Many of us mark in the chronicle somewhere that this was a GM credit, even though it should, usually, be obvious (GM Name AKA PC Name, and signed by GM GM Name).

I, personally, also usually mark on the chronicle, "No Day Job", but I also put that in for any of my PCs (most of them) who don't get Day Job rolls due to no Day Job skills.

I also, typically, mark it in the Journal function of HeroLab when it is a GM credit being applied to my PC X. (e.g. Scenario 0-6: Black Waters (GM))

Note that you don't need to fully create your GM Credit PC until he/she is actually played at some point. If I am putting GM credit(s) on an existing PC, I tend to do my normal between scenario work on the PC, item purchases and sales, maintenance and upkeep, leveling choices, if needed.

Most of my current PC stable has a mix of GM and Player credit on them.

Notice: It can be very easy to get confused as to which scenarios and modules you have played and/or GMed, so keeping a list or application for this is not a bad idea. I use a mix of both, a spreadsheet for stability, and an Android app that lists and allows tracking scenarios & modules by both played & GMed, along with which PC the credit belongs to.

Andoran **

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Mists of Mwangi is Season 0, #5, and is the only one translated into PFRPG. But, yes, if someone else hadn't mentioned it, I was going to. A visit to the "Museum You Love to Hate?" Always fun.

Black Waters, season 0, can be spooky & fun.

Andoran **

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Chris Mortika wrote:

Some Random Player, as I've said, I've had the pleasure of having Farmer Bob at my table and I think he's a cool character. I *like* the flavor. I don't think he's over-powered.

But I don't think the rules allow for a non-weapon to be made into a masterwork weapon, or a magic weapon. Put another way, once you convert that rolling pin, board-with-a-nail-in-it, or sack of potatoes into masterwork weapons, they are no longer "improvised weapons".

At that point, in a home campaign, we'd sit down and figure out what sorts of weapons they've become. (My guess: club, pick, and giant-sized sap.) I'm waiting for Mark to come on and explain how we can make that determination in PFS.

Yes, actually, the rules do allow for making some improvised weapons into magical weapons. In bulk, even.

Arrows, for melee, are considered improvised weapons. Arrows can be made out of special materials, and can be enhanced like non-improvised weapons.

That is, of course, because they are also considered as ammunition.

But that +1 Bane: Human, Holy arrow would still retain those enchantments if you used it as a melee weapon in your hand instead of firing it from a bow of some sort.

Have a nice day.

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DarthGoob wrote:

So where are the rules about "reach uses ranged rules for cover"? I have some "rules lawyers" at my tables sometimes. I am probably just looking right over it someplace obvious.

Thanks!

Core Rulebook, page 195, end of second paragraph under Cover wrote:
When making a melee attack against a target that isn’t adjacent to you (such as with a reach weapon), use the rules for determining cover from ranged attacks.

Andoran **

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Heh. People have enough problems with the Fame table, and you don't even want to think about the original Total Prestige Award access tables, back in Season 0.

Available to everyone:
Small list of items with their TPA requirement.
Available to Faction A:
List of unique items, with their TPA requirement.
Each faction had its own list, and sometimes those lists were pretty ... bad.

I didn't retain a copy of those rules, but I know they tended to make my eyes cross, and I am fairly good with math.

To really handle things the way you would want, Shifty, would require a fairly major rebuild of the Fame Access table.

Fame = 0
Access only to items that are either on the Always Available list, or listed on a Chronicle Sheet assigned to the PC.

Fame = 5
Access to legal magical items with market prices of 500 gold or less.

Fame = 9
Access to legal magical items with market prices of 1500 gold or less.

Fame = 13
Access to legal magical items with market prices of 3000 gold or less.
Access to +2 Armor & Shield Enhancements (note that this only allows access to a maximum bonus on the armor or shield of +2 or equivalent, it does NOT include any statically priced enhancements)

Fame = 18
Access to legal magical items with market prices of 5250 gold or less.
Access to +2 Armor & Shield Enhancements (note that this only allows access to a maximum bonus on the armor or shield of +2 or equivalent, it does NOT include any statically priced enhancements)

Fame = 22
Access to legal magical items with market prices of 8000 gold or less.
Access to +2 Armor & Shield Enhancements (note that this only allows access to a maximum bonus on the armor or shield of +2 or equivalent, it does NOT include any statically priced enhancements)

Fame = 27
Access to legal magical items with market prices of 11750 gold or less.
Access to +3 Armor & Shield Enhancements (note that this only allows access to a maximum bonus on the armor or shield of +3 or equivalent, it does NOT include any statically priced enhancements)
Access to +2 Weapon Enhancements (note that this only allows access to a maximum bonus on the weapon of +2 or equivalent, it does NOT include any statically priced enhancements)

Fame = 31
Access to legal magical items with market prices of 16500 gold or less.
Access to +4 Armor & Shield Enhancements (note that this only allows access to a maximum bonus on the armor or shield of +4 or equivalent, it does NOT include any statically priced enhancements)
Access to +2 Weapon Enhancements (note that this only allows access to a maximum bonus on the weapon of +2 or equivalent, it does NOT include any statically priced enhancements)

Fame = 36
Access to legal magical items with market prices of 23000 gold or less.
Access to +4 Armor & Shield Enhancements (note that this only allows access to a maximum bonus on the armor or shield of +4 or equivalent, it does NOT include any statically priced enhancements)
Access to +3 Weapon Enhancements (note that this only allows access to a maximum bonus on the weapon of +3 or equivalent, it does NOT include any statically priced enhancements)

Then, you also need to provide some sort of conversion factor for the static enhancements. I have one PC with Glamered on his armor. I know that there are a couple of Rogue types around with various levels of Shadow. I know that almost every PC I have who uses a bow is going to be adding Adaptive as soon as their Fame allows it...

Easiest all around to just stay with a simple formula.

Especially since, and I calculated this out at one point, there is usually minimal difference in Fame needed to upgrade the special materials items to regular material items.

15000 may sound like a lot, but it shrinks in effect as your PC's Fame grows. And, to be honest, by the time you could afford that Admanatine Full Plate, unless you always play up or never purchase anything along the way, is going to be when you probably would have enough Fame to have bought it if it wasn't on the Always Available list.

Most of my PCs have more difficulty with money than Fame. My 5th level PC wants a couple of stat boosters, but is still getting nibbles to death by the littler items, like the Handy Haversack, or getting his alternate damage weapon into the magical field, like his primary weapon. But i think his current Fame total goes well past that gold level already. YMMV.

Andoran

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Andrew Christian wrote:

Stacking rules say that you only get one typed bonus at a time.

In this case, its your Dex bonus.

It doesn't matter if it replaces Strength or is added. It is still a Dex bonus, and you can't have two bonuses of the same type modifying a roll.

One is not a bonus, it is use your Dex mod in place of your Str mod.

The second is a bonus, but it is untyped. Add your Dex mod to your Trip attacks. Note that it doesn't say "But not if you alreadfy add your Dex mod from another source."

Important: Weapon Finesse, Agile Maneuvers, and Fury's Fall are DIFFERENT sources.

Because of how they are written, Agile Maneuvers and Weapon Finesse don't stack (and I have sent in a BUG to HeroLabs about that), since they both state replace yyour Str mod with yoru Dex mod, but Fury's Fall is written different.

And Weapon Finesse, as a feat for combat, has long predated the existence of Fury's Fall, so it can't have been something overlooked because "nothing did it". Weapon Finesse did it.

Andoran **

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Here's an idea for a slightly more survivable, IMO, archer-type. Wisdom dumping on a Fighter? Eek!

Spoiler:
Fighters have a low enough Will save as it is. 7 Wisdom Fighters are the poster child for being a bad addition to any party. Domination? Sure! Who do you want me to kill?
Charm? Sure, you are now my friend. - fine if the archer isn't the big damage dealer...

To be honest, consider leaving Deadly Aim off til higher levels, move Weapon Focus to 2nd level, and take Iron Will at first level.

My own archer, which this build is a variant of, took a level of Cleric at 2nd level, which slowed his feat progression and slowed his BAB advance, but gave him a bunch of other stuff. +2 to Fort and Will saves, the use of wands of cleric spells, like Cure Light Wounds, two domains (I took Travel & Liberation, both give great bennies), and a few spells of your own. Basically, that Cleric level gave him the equivalent of several feats, including Iron Will, 2 Fleets, Great Fortitude, Nimble Moves and Acrobatic Steps for 4 rounds, and Freedom of Movement once per day.

Archer
Human Fighter 1
CG Medium Humanoid (human)
Init +6; Senses Perception +1
--------------------
Defense
--------------------
AC 14, touch 14, flat-footed 10 (+4 Dex)
hp 11 (1d10+1)
Fort +3, Ref +4, Will +1
--------------------
Offense
--------------------
Speed 30 ft.
--------------------
Statistics
--------------------
Str 16, Dex 18, Con 12, Int 10, Wis 12, Cha 7
Base Atk +1; CMB +4; CMD 18
Feats Point Blank Shot, Precise Shot, Weapon Focus (Longbow)
Traits Captain's Blade (Acrobatics), Reactionary
Skills Acrobatics +9, Climb +8, Knowledge (engineering) +4, Swim +7
Languages Common
Other Gear 150 GP
--------------------
Special Abilities
--------------------
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into combat.

Start with a sling, which won't benefit from the weapon focus, but spend your first two PP on a Masterwork Darkwood Composite Longbow (Str +3).

Sling: +5 1d4+3
Sling Bullets cost 1 sp per 10, only buy 10-20

Longbow +7 1d8+3
Arrows cost 1 gp per 20, buy a lot. minimum 40, preferably 60-80
Buy a batch of cold iron arrows, 2 gp for 20
Consider a batch of silvered arrows, 41 gp for 20, -1 on damage

Backup weapons:
Dagger, 2 gp, +4 melee, +5 ranged, 1d4+3
Longsword, 15 gp, +4 1d8+3

With either, you can use it and not have to drop your longbow/sling, just can't use it while holding the melee weapon.

Second level:
Rapid Shot, -2 to hit, 2 attacks as a full round action (not to be used in every combat)

Third level:
Deadly Aim: -1 to hit, +2 to damage with ranged weapons (these both scale, not to be used every combat)

Fourth level:
+1 to Dex
Weapon Specialization: Longbow (+2 to damage with longbows)

Fifth level:
Point Blank Master (from the APG, lets you shoot your longbow without provoking Attacks of Opportunity)

Initial armor:
Studded leather

Target armor:
Mistmail (from the APG, can be used to give you concealment from others)

Other items of note:
Weapon Blanches:
Ghost salt is in the Pathfinder Society Field Guide, which your PFS GM should have available
Silver, Adamantine, Cold Iron are all from the APG.
If available, consider buying cold iron arrows, and blanching them silver. Covers a significant amount of DR.
+1 enhancement for your longbow

Additional enhancement to consider:
Seeking: negates miss chances, as long as you target the correct square.

Handy Haversack, at 200 gp, when you have enough Fame and gold, is vital for this build. So is the Efficient Quiver (formerly know as the Quiver of Ehlonna), at 1800 gp.

Andoran **

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Please, take a breath, use line breaks. Makes it easier to read. You can also use the various formatting commands available, like bold, italics, and quoting.

Now, to answer your questions:

Quote:
Treat this as a temporary ability bonus for the first 24 hours the belt is worn.

What this means is that, for the first 24 hours a stat enhancing item, in this instance, a Belt of Mighty Constitution, is worn, all it does is serve as a boost to hit points, skill checks, Fort save, and other things that would also be boosted by being the recipient of a Bear's Endurance spell.

After the initial 24 hour time period, the stat enhancement is treated as permanent while the belt continues to be worn. Things that that can affect would be things that the new stat would give, like extra round(s) of Rage for a Barbarian, or access to feats that require a certain minimum level of said stat which is higher than your inherent stat.

Now, if, for some reason, the belt gets removed from the PC, he loses the extra points to his stat, and, when he puts it back on, there is a new 24 hour period where the stat boost is treated as temporary instead of permanent.

Note that wearing two Belts of Mighty Constitution will not stack, as they both provide an enhancement bonus to Constitution, so only the higher one will apply, or choose one at random, if they have the same enhancement level.

Examples of benefits from wearing a stat boosting item, when the stat boost is treated as a permanent boost instead of temporary:

  • More spell slots for a caster when their primary stat gets enhanced
  • More Channels for a Cleric when their Charisma get enhanced
  • Early access to certain feats with minimum stat requirements, examples follow
  • improved Precise Shot, before your inherent Dex reaches 19
  • Power Attack, if your inherent Str is under 13
  • Two-Weapon Fighting Feats
  • Selective Channeling, if your inherent Charisma is below 13

For PFS purposes, purchasing a stat boosting item between scenarios/modules leaves a PC in the state, at the beginning of the next scenario or module they play, of having the boost considered permanent, so they get the extra spells, extra rounds of Rage, etc.

Again, for any PF purpose, if the item gets removed during a scenario or module, the boost goes away, any benefits from the boost get negated, and putting the item back on restarts the 24 hour countdown. During that 24 hours, the extra spells, rounds of rage, or feats unlocked by the higher stat are not available until the item has been worn for a continuous 24 hours.

For the purposes of most game sessions, other than a few rare scenarios or modules where there is no time pressure and the PCs have some place safe to camp out for 24 hours, none of the benefits of the enhanced stat will be available.

But, again, the stat boost again gets treated as permanent for purposes of those little extras, between the end of the scenario/module it was removed and the beginning of the next scenario or module played with that PC.

Note Bene: How this rule will interact with the apparent sanctioning of APs for PFS play, and playing through an AP with a PFS legal PC, is as yet unknown. At this point in time, unless I missed an announcement somewhere, all the clue we have to APs being sanctioned is a link in the PFS Products area, with no image attached yet, with the title Sanctioned APs, which links to sales links for the first 4 books of the Shattered Star AP, and the Rise of the Runelords Anniversary Edition AP.

I would point toward Mike Brock's expected Monday Blog post for what this is about, but that is pure speculation, at this point.

Andoran **

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For anyone, Diletantte is a feat does a similar thing as breadth of knowledge, in a limited fashion.

For Lore Wardens, my preference is to sink a point into all the KNowledge skills, then concentrate on Arcana, Local, Dungeoneering, Religion, Planes and Nature, which are the 6 monster knowledge skills, and Local also helps on background information.

Lots of times, you'll get the same information from either Knowledge (Local) or Diplomacy (Gather Information) checks.

Languages:
Tien (Season 3)
Varisian & Thassilonian (Season 4)
Kelish (miscellaneous)
Jistka (On rare occasions)
Ancient Osiriani (roundabouts)
Draconian (kobolds, amongst others)
Celestial/Infernal/Abyssal/etc.

Craft:
Alchemy can be sort of useful, but really, whatever floats your boat.

Andoran **

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Michael Brock wrote:
Eric Clingenpeel wrote:
I just wanted to make sure... Once per player, doesn't matter if you gm and play in the time, right?
Correct. One per player.

Ummm. Is that a recent change? I could have sworn that previously it as answered that you could get one for playing and one for GMing during the time period...

And if this has been true in the past, I am going to have to remove some boon chronicles, because I was operating under the impression that it was like any non-Tier 1 chronicle...

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@Deadrender: Close, but not entirely correct.

NB: No PC can receive credit for the same module or scenario more than once.

First Steps Scenarios: Each one can be played or GMed for credit for a first level PC as often as you want. Note that these scenarios can only be credited to a PC who is on the normal advancement track.

First Steps, Part 1: In Service to Lore
First Steps, Part 2: To Delve the Dungeon Deep
First Steps, Part 3: A Vision of Betrayal
Each gives 1 XP and 2 PP, along with 400-500 gold apiece

First level modules (Tier 1-2, not 1-3): Can be played or GMed for credt as many times as you want, as long as the credit is awarded to a first level PC. Note that that first level PC could have XP, as long as they don't have enough XP to reach 2nd level.

You can play each of these modules once for credit with a 2nd level PC, and assign credit as a GM once to a 2nd level PC. As ever, any particular PC can only have credit for a module once.

Crypt of the Everflame
Murder's Mark
The Godsmouth Heresy
Thornkeep: The Accursed Halls
Each gives up to 3 XP and 4 PP, along with around 1200-1500 gp apiece

Free RPG Day modules (Tier 1-2, not 1-3): Can be played or GMed for credt as many times as you want, as long as the credit is awarded to a first level PC. Note that that first level PC could have XP, as long as they don't have enough XP to reach 2nd level.

You can play each of these modules once for credit with a 2nd level PC, and assign credit as a GM once to a 2nd level PC. As ever, any particular PC can only have credit for a module once.

Master of the Fallen Fortress
We Be Goblins!
Each gives 1 XP and 1 PP, along with about 500 gp apiece.

Also, because of changes to GM credit as of the Guide v4.2, GMs are allowed to take the boons from a scenario or module, as well. GMs do NOT get to do Day Job rolls on GM credit chronicles. No one gets to do Day Job rolls on any module chronicles.

Addition: When you play a game, whether scenario or module, with one of the PFS legal pregens, you have two options as to how to apply the chronicle for that game.
1) Hold the chronicle for character X, who gains that chronicle in his pile with full XP, GP, PP and boons, as well as access, when the PC reaches the same level as the pregen used (4th or 7th, 5th in one special exception)
2) Apply the chronicle as the first XP-gaining chronicle for a new PC, lowering the gold to 500 (1 XP scenarios & modules) or 1398 (3 XP modules), but getting full XP and PP.

Note that the above numbers would be halved if your PC is using the slow advancement option.

Note that XP, PP and gold gained are dependent on performance. The GM always gets maximum for his credited PC. Players might not complete all encounters, or find all the items of value, and not obtain full gold, or, if they don't get to all sessions, XP, PP and GP get prorated.

Andoran **

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Marcus Gföller wrote:
So, are flip-maps like the map from the Beginner's Box? Because that thing does NOT stay flat. -.-

If it is a plastic-coated map that has two folds both vertically & horizontally, that is a flip-mat.

To make it lie flat, just fold it the other way on the folds.

Andoran **

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13 people marked this as FAQ candidate. Answered in the FAQ. 1 person marked this as a favorite.

I think the FAQ could stand some clarification.

Can an Arcane Bonded Item be upgraded? wrote:


A character with the arcane bond class feature may create a bond with any magical item they own, as long as it falls within the categories permitted by the arcane bond ability. If a caster selects a non-magical item as his arcane bond, and the player later wishes to upgrade it, he may do so for the cost value of the final item as listed in the item's statblock. A bonded item that is enchanted must still conform to all the campaign rules for access to and upgrading of magical items. See the magic item upgrading FAQ for how to upgrade the Arcane Bonded item once it is magical.

Final item, to me, means that if you are taking a non-magical bonded item, say a longsword (Elven Wizard, anyone?), from masterwork to +1 Keen Frost, you would only pay the 50% price, the cost value, rather than only getting 1k GP off for the initial +1.

The real question, for me, which the FAQ doesn't really clarify, is whether you can do interim upgrades for the 50% price, as well.

As mentioned, a single discounted item, which is still sunderable, for a Wizard isn't going to be a big deal. And using the replace an arcane bond item would let them do the same thing for only a fraction over the 50% cost anyway.

And how does it handle enchanting a wand as an arcane bond? Use the 50 charges, it is back to being a non-magical wand, which you can then re-enchant with a new spell with 50 charges at half price. And, as an additional question, can you, when doing the arcane bond enchantment, create it at more than minimum caster level?

In other words, as a 9th level Wizard, with a mundane arcane bonded wand, can I enchant it with a 9th level CL version of Magic Missile, for the 5 missiles per charge, or am I stuck still enchanting it at 1st level, for 1 missile per charge?

Andoran **

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Toughness is a great feat. If there isn't a feat that will serve you better.

On the down side, Toughness has two dead levels, where it just sits there. And there are many levels where having more hit points is of questionable value.

Does Toughness help you with your Reflex, Fortitude or Will saves? Nope. Won't even help you if you get CdGed, since that is when you are helpless, and you have to make a Fort save to survive. Fail that Fort save, and it doesn't matter if you are at -5 or -100.

Iron Will, Lightning Reflexes and Great Fortitude are of much greater utility, overall, when you start getting Save or Suck/Die spells. Like Color Spray. 10% greater chance of not being blinded, stunned and unconscious for too damn long? Priceless.

Heck, 3 extra hit points, or having the feats needed to support your schtick?

Sure you can live and do fine against most opponents at first level without Power Attack, but Weapon Focus would be a great alternative. Hitting your opponent means you have a chance of talking him down before he gets a chance to hit you.

Toughness leaves me flat, especially as it is a dead-end feat. And, overall, doesn't help my PCs do their jobs any better than having a more appropriate feat would. Probably, overall, less, really.

Dodge is a little better, if I am planning on going down a feat chain that requires Dodge as a prerequisite. Otherwise, it leaves me as flat as Toughness.

If the GM keeps rolling high on his dice, neither Toughness nor Dodge will be of great benefit. If he hits you for max damage, you aren't likely to be happy when your AC doesn't stop it, and you can't soak the damage that well. YMMV.

Weapon Focus, Combat Reflexes, Weapon Finesse, Point Blank Shot/Precise Shot, just for starters, provide greater, more durable benefits.

Weapon Focus lets you hit more often.
Combat Reflexes? "That Fighter has already taken his AoO, go ahead and cast next to him, or try to bypass him to get to the squishies." Heh.
Weapon Finesse? Always a good option for Dex-based builds, or Dex & X casters, so it improves their melee touch attack chances...
Point Blank Shot/Precise Shot? Again, archers and spellcasters who use ranged touch attacks both benefit from these feats. They also work well for those Elven spellcasters who fall back on their racial bow proficiency for times when they don't have an appropriate spell. Human spellcasters, of course, can have both of them out of the box.

Andoran **

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Fredrik wrote:

They're aware of the need to organize the rules better. For example, what stat do Tiny and smaller creatures use for climbing and swimming, and where is that rule found? (Hint: it isn't in the CRB at all.)

** spoiler omitted **

It's a standing joke that it's obviously the best place for that rule (haha not). Whatever form their first revision takes, I'm confident that the rules will be majorly reorganized (and far more templated).

[derail]A lot of it comes from legacy materials, and that the CRB is based off of at least two different books, the Player's Handbook and the Gamemaster Guide, so things were separated by the source book, and never got fully reorganized when they combined the vast majority of both books into a single book.[/derail]

As mentioned, along with the basic Wand of Cure Light Wounds or Infernal Healing, some other items that are potentially worth spending an early 2 PP on include:
  • Darkwood Composite Longbow, with up to a +3 Str rating, for 730 gp
  • Dragonhide breastplate (Druids, for example)
  • Wand of Endure Elements (there are enough scenarios in the desert or northlands to make it worthwhile, would have saved that Wizard who died, too.)
  • Wand of Magic Missile
  • Wand of Abundant Ammunition (Rangers can use it, and 10 rounds should cover most combats)
  • Wand of Protection from Evil (even at higher levels, it can be useful if you have that Wisdom dump Fighter who gets Dominated because he never got himself a clear spindle Ioun stone to put in his wayfinder)
  • Wand of Bless
  • Scroll of multiple copies of certain spells

Note that a 1 PP scroll of Comprehend Languages, 6 copies, might be enough to last you until you have additional languages/ranks in Linguists, or some other option for handling items written in languages unknown to anyone in the party.

I think there was a list of mundane items of inestimable value above. Not going to check it, so some of the following might be duplicates:
Alchemist's Fire (anti-swarm, can also mess up casters since it would be considered continuous damage)
Tanglefoot Bag (Expensive for a mundane item, 50 gp, but when you hit with it, it can do all sorts of nasty things to the target)
Acid (No Rogue? Use acid to dissolve the lock!)
Holy Water (damage vs undead)
Vermin repellant (again, many swarms, but not all, are vermin)
Hide from Undead potions (I think this one is obvious, although I also think I have seen at least one swarm that was undead)
Hide from Animals potions (this covers most of the remaining swarms)
Caltrops (especially if you can use them in a constricted passageway)
Thundersticks (deafen a caster? Gives them a fail chance when casting V spells)
Smokesticks (You gain concealment, your target doesn't - ask the Rogue)
Rope (Always have plenty of rope, it is of use in soooo many situations)

Also check out the legal first level spells that can be made into potions or oils, some of them are great for non-casters:
Enlarge Person (standard to drink, not a full round to cast)
Cure Light Wounds (to heal the healer, of course)
Mage Armor (monks, unarmored casters)
Shield of Faith (Not as good as Shield, but can be made into a potion)
Barkskin
Oil of Magic Weapon
Oil of Bless Weapon
etc.

Andoran **

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Just to nitpick: Taking 20 to search for a trap takes 2 minutes, not one, as it takes 20 times the base time, for search that is one round, to perform a Take 20 action.

Remember with Aid Another that you can not only Aid for +2 to hit, but for +2 to AC, as well. If the enemy is easy to hit, but does either a lot of damage or a bunch of attacks, sometimes that might be the better option.

As obliquely mentioned, you can also use the Aid Another action on skill checks, as well as combat. If your skill modifier is at least +0, and it isn't a UMD check, you can almost always Take 10 to Aid Another for an automatic +2 to their roll.

Note: You cannot Take 10 for UMD at any time, nor for Swim checks in Stormy Water, nor when in immediate danger or distracted.

For non-Core options, some things can either improve your Take 10 result (IIRC, there is a Cleric archetype which changes your Take 10 result from a 10 to a 13 for Wisdom-based skills; there are also racial traits and feats that can change what kind of action it takes to Take 10, or the benefit to your ally for the Take 10).

As mentioned, always keep your eye on some of the inexpensive options to handle (or equalize!) situations. Mage Armor and Shield or Shield of Faith; Barkskin; smokesticks; tindertwigs and oil flasks; alchemist's fire or acid; masterwork backpacks; a sack to drop as a free action at the beginning of combat to reduce your encumbrance penalties; storing items at your Absolom "free" home; vermin repellant, potions of Hide from Undead or Hide from Animals; even the lowly rope and trail rations.

Just for something to ponder: is an Ioun Torch gear, and thus always available, or is it a magic item, therefore requiring 5 Fame to b able to purchase?

Oh, and one of the best ways to avoid dying at first level? Step up and GM some Tier 1 or Tier 1-5/1-7 games, where you can put the GM credit on your 1st level PC. Three games, or a regular module, and your PC is now second level. And you will find that your local organizer is likely to look upon you favorably, and maybe even consult with you as to some of the future games on the schedule.

I now carry everything needed to run all three First Steps scenarios in my gaming bag, even if I am going to just play, in case something happens, and another GM is needed to step up. Missing GMs, extra players, new walk-ins, etc. Why all three scenarios? Well, as an example that really happened, I was scheduled to Run Part 1, butonly had three players, and one of them was on his second game, and his first game had been Part 1. So, instead of forcing him to start a second PC, and have two of them at 1 XP, I was able to switch to Part 2, and everyone was able to play without any other issues.

One last thing: As player or GM, avoid being adversarial. I was playing a game the other day, and, due to some issues that cropped up, one player quit for several reasons, including that the game started to feel more GM vs Player, rather than an attempt to have a fun game together.

Andoran **

Pathfinder Card Game, Comics Subscriber
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Main issue I would see is that even staying with Core classes, you can still have multiple "Iconic" builds.

Fighter, as one example, would, IMO, have to have 4 builds, minimum, to offer a good snapshot of the class.

Two-weapon fighter, aka the current Valeros
Two-handed weapon fighter, aka BBDF
One-handed weapon and shield, aka Tank
Ranged weapon, aka the Archer

That doesn't even go into anything beyond he basics, like the combat maneuver fighter (even without Lore Warden).

Wizards? One for each school? Or just go for buffer, debuffer, blaster?

Clerics? Healbot, undead hunter, melee build, archer build, buffer build

To be honest, between weapon choices, spell choices, feat choices, race choices, domain choices, and archetypes, there is no such thing as a real "cap" on how many pregens people would want to have.

At this point, I think an iPad when I can afford one, the future version of Hero Lab for iPad, and a portable printer may be the best way to go...

Andoran **

Pathfinder Card Game, Comics Subscriber
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Agreed. There was one low-tier scenario I played in that had traps with DCs too high for a good finder to find, even knowing they were there.

Spoiler:
Perils of the Pirate Pact has these pit traps that require something like DC 30 Survival checks to find.

Andoran

Pathfinder Card Game, Comics Subscriber
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@James: Normally, AoOs can only be taken with a melee weapon, but the Snap Shot feat chain allows threatening and taking AoOs with ranged weapons.

For wield whip and dagger, I actually have a PC who does, and I have never even considered taking any AoOs provoked in my dagger threatened area as being able to be taken with a whip. Without Improved Whip Mastery, whips do not threaten, and cannot, therefore, be used to take AoOs. The same holds true for unarmed strikes. Without Improved Unarmed Strike, an unarmed attack does not threaten, and therefore cannot be used to take an AoO.

Simple question:
Is the weapon you are making an AoO with threaten the square where the AoO was provoked? If the answer is "No.", how do you get an AoO with it? It doesn't threaten.

Andoran **

Pathfinder Card Game, Comics Subscriber
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I do think it would be nice as a pseudo-special, for the kickstarter supporters, to be able to run it before the public release.

Maybe a way to encourage more people to play PFS at my FLGS.

Andoran **

Pathfinder Card Game, Comics Subscriber
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Update: Event approved, so sign-up is open for the game on 10/6.

Andoran **

Pathfinder Card Game, Comics Subscriber
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Tentative schedule, subject to change, since one of the Saturdays appears to be a M:tG Release day, and my scheduling request has not yet been approved.

Oct. 6 - Scenario: 29: The Devil We Know, Part 1: Shipyard Rats (Tier 1-7)
Start time: 1400 (2:00 pm) Pacific Time
End time: 1900 (7:00 pm) Pacific Time
Location: Little Shop of Magic
4160 S. Durango Dr. #120
Las Vegas, NV 89147
Signup: Little Shop of Magic

Oct. 20 - Scenario: 30: The Devil We KNow, Part 2: Cassomir's Locker (Tier 1-7)
Start time: 1400 (2:00 pm) Pacific Time
End time: 1900 (7:00 pm) Pacific Time
Location: Little Shop of Magic
4160 S. Durango Dr. #120
Las Vegas, NV 89147
Signup: Little Shop of Magic

Andoran **

Pathfinder Card Game, Comics Subscriber
1 person marked this as a favorite.
sveden wrote:
kinevon wrote:
You just used 245 words telling us why, in the year 2012, you are unable to print sheets of paper over a span of several months.

And your point is?

Anyone who hasn't figured out yet that I tend to respond verbosely has my sympathy.

Have a nice day.

Andoran

Pathfinder Card Game, Comics Subscriber
1 person marked this as a favorite.
Melissa Litwin wrote:
DR/-. DR/adamantine. DR/silver and good. Heck, DR/alignment at all. Clustered Shots is the most ridiculous archer feat in existence and a requirement as soon as possible.

DR/- -> Sure, but fairly rare, after all.

DR/Adamantine -> If you have someone with knowledge skills, and either adamantine arrows, or adamantine blanched arrows, no problem. Also overcome by the time your wqeapon is +4, IIRC.

DR/Alignment -> Bless Weapon from your friendly Paladin or UMD user with a wand... Also overcome by a +5 weapon enhancement.

I will agree that it is ridiculous. What a ridiculous waste of a feat slot!

Andoran

Pathfinder Card Game, Comics Subscriber
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Since you are planning on building an archer/tank, I would advise taking it as early as possible, using the 4th level fighter feat change or the 5th level feat for it.

L1: Point Blank Shot
F1: Precise shot
F2: Rapid Shot
L3: Weapon Focus: Longbow
F4: Weapon Spec: Longbow
F4: Retrain Rapid Shot into PBM
L5: Rapid Shot
F6: Snap Shot
L7: Manyshot
F8: Greater Weapon Focus
L9: Improved Snap Shot
F10: Improved Critical
L11: Improved Precise Shot
F12: Greater Snap Shot

@Melissa Litwin: Some of the feats you listed have much higher requirements than PBM. Others are, in my opinion, not of sufficient value to waste a feat slot on, specifically Clustered Shots. For most DR, having someone in the party to learn what bypasses the DR is sufficient, along with a good stock of arrows, to make Clustered Shots redundant. Heck, use cold iron blunt arrows that have been blanched silver, and you can ignore a significant amount of DR right out of the box. And have the option of doing non-lethal damage, to boot.

@Grizzly the Archer: Only Fighters and Rangers can take the PBM feat. A few archetypes get it, or something similar, as a special case, but rogues, bards and others need not apply. I think it might be possible for a couple of Magus archetypes to get it, but that is because they get to take feats as a fighter of their level minus three, so at 7th level they can take Weapon Spec, so they can qualify to grab PBM at a later level.

Also, as mentioned, in PFS, a lot of the combats are going to be in enclosed spaces, where you are more likely to wind up with opponents able to reach you. Or where you wind up as the frontline fighter for the party, especially if you do go for plate. My own archer fighter, in chain shirt or breastplate, has wound up the front line fighter more times than I have been happy with. :(

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