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Invisbility, sneak attacks, and multiple attacks.
That a 20 on a skill check is not a guaranteed success.
Perception and distance, along with the effects of barriers.
Potions, and the restriction on making potions of spells with a target of "You".
Wands, scrolls and potions vis-a-vis casting time. (Or why a potion of Enlarge Person is one of the best options, especially in Core).
Chris Rathunde wrote:
Nope, one level 3 PC, three level 4 pregens, one GMNPC, the other two because the players don't have characters in that range...
Level 3 was an archer (Urban Ranger/wannabe rogue)
Cleric, Bloodrager and Monk...
And I kept forgetting the Bloodrager had uncanny dodge, so...
Well, I notified my players, and am waiting to hear back from them on how we want to handle this mess.
Is it hurting low level play, so much, in increasing the chances of those first level PCs to survive the weaknesses inherent in first level play?
All it takes to kill a first level PC, likely past negative Con, is a crit, especially if they aren't high-Con Barbarians with Toughness and the Tribal Scars feat.
And, honestly, as the PCs themselves gain survivability, the bought creature loses viability at the same rate.
And there are plenty of PC builds that can do as much or more damage without a purchased animal.
Would it be better or worse to have a couple of people with half-orc PCs, barbarians, with the half-orc feat/trait that gives them a boost to their Rage so they get +8 to Str and Con instead of +4?
How about a perfectly legal table of 7 Druid PCs, all with ACs? This ban request won't affect that group.
And, equally, hitting bought animals with the banhammer would just change the build, so you get either the Rapid Shot burst of arrows, or the Raging Barbarian with the graetsword.
I don't believe that everyone should always have an equal amount of wealth at any time, just as I don't believe that everyone should get a trophy in a competition (like they do in schools today). The first set of players earned the money, the second set didn't. I don't see what the problem is. If I joined a campaign that was already in progress, I would expect to have the same wealth and magic items as people already playing in it.
Did you mean you would NOT expect it, or you would expect it?
On a more serious note, the best option would be to discuss the situation with your players.
Whether that is privately with the existing players first, or with all of the players at once, is up to you.
Explain the situation, and see if you can all come to a satisfactory resolution, whether it is the existing PCs pooling the money and sharing it out, so that even their new allies get a share, or if they want to go with the "You get this as a deed.... to a haunted house/abandoned keep/etc." type thing.
That can lead into a new setup for future adventures.
At third level, giving them a title to, say, Fangwood Keep, but they have to clear it out, might be a good thing on all sides...
Some of the rules, pulled from the PRD:
Full-Round Action wrote:
Restricted Activity wrote:
In some situations, you may be unable to take a full round's worth of actions. In such cases, you are restricted to taking only a single standard action or a single move action (plus free and swift actions as normal). You can't take a full-round action (though you can start or complete a full-round action by using a standard action; see below).
Start/Complete Full-Round Action wrote:
The “start full-round action” standard action lets you start undertaking a full-round action, which you can complete in the following round by using another standard action. You can't use this action to start or complete a full attack, charge, run, or withdraw.
Well, there is an item in existence, in the CRB, that does something similar to what you want, and that is an AMULET OF PROOF AGAINST DETECTION AND LOCATION.
It uses Nondetection instead of Mind Blank, it is always on, and it only costs 35,000 gp, so 17,500 to create. CL 8, uses the neck slot, so trying to scry on you would take a caster level check against a DC of 19.
Nondetection is Sorcerer/Wizard 4, compared to Mind Blank's Sorcerer/Wizard 8.
You can talk with the GM to see if he would allow customization to raise the caster level, and therefore the opposed caster level check, for a higher price.
Edit: Mind blank is too high level for a wand, but scrolls, if you can cast it yourself, would cost: 3,000 gp apiece.
For an item that can cast Mind Blank once per day:
I would probably increase the cost, since the duration per cast is already 24 hours, so that is not accounted for above.
GM Lamplighter wrote:
So, does "participate" include the Cleric, who rolls low on Initiative, at least relatively, every combat, so he never gets to act because the high Initiative blaster or TH meleer kills everything in one hit? How about if all the Cleric does is activate his wand of Bless, or the Bard does his performance?
If yes, how is it different if the meleer is a class feature (AC) or something someone in the party spent their gold on?
How about the goat/sheep trap finders? You know, where someone in the party buys a herd of sheep, then drives them through the dungeon in front of the party, to set off traps and ambushes.
There are a few threads about it, but the reporting site has been having some ... issues ... since they added the ability to report Core mode games.
They are working on a fix for all the issues, but, once done, it should go back to click on one box to get all 16 levels for Emerald Spire to show as individual options when reporting.
System mastery and munchkinism are barely, and only distantly, related.
Munchkinsim, at its heart, is min-maxing past min-maxing. System mastery is working within the system for the best results for what you want to do.
System mastery would be knowing that your Power Attacking, Vital Striking PC would benefit greatly from Furious Focus.
Munchkinism would not be working on a Vital Strike build to begin with, but working toward a Pounce build instead.
And, if you did that in my games, even before this FAQ, it wouldn't have worked, because it doesn't make any sense.
If it worked in your home games, you can still rule that it works, no matter how nonsensical it seems to other people.
But, RAW, it never said you could cast the spell if it wasn't on your spell list.
Just a couple of points you may have forgotten:
I know, when I ran it, I was concerned, especially since the target was a first level PC, but I rolled low damage, so he was unconscious, rather than dead.
And there are plenty of other things that can easily kill a first level PC if their luck turns bad, especially if the PC has some less than stellar build choices. I once one-shot a PC because he: Dumped his Con to 8, was playing a Witch, and took his FCB as a skill poitn. Then he moved up to an enemy to cast a CLW to heal an ally that was down by the enemy. AoO was a confirmed crit, since his AC was also low. Damage was 17 points on the crit, PC had 5 hit points, and an 8 Con...
are core class archetypes allowed in CORE?
No, unless they get unlocked on a chronicle, as there are no archetypes in any of the Core Mode resources.
@Jiggy: I would assume that you can report a campaign mode AP or multi-chronicle module in either Core tr Standard mode, and the GM and players would get chronicles as appropriate (plain or marked Core).
I actually brought this up last session of my RotRL game, as we haven't reached the first sanctioned section yet, so we still have the option of getting Core or Standard chronicles for the AP. Given where we are, I gave my players time to mull their decision over.
If I understand it correctly, though, it is still going to have to be all Core or all Standard, not a mixed bag. Which is also why I wanted to give my players plenty of time to think it over, rather than going, "Okay, we have completed the first sanctioned section, you all get a PFS chronicle to apply to one of your PFS PCs. Did you want this as Core or Standard mode?" at the end of the sanctioned area....
For the most part, the Specials are actually the opener for each storyline, rather than the closer.
Some of the essential scenarios, especially for new folk to PFS:
0-1: Silent Tide (1-5)
2-26: The Mantis's Prey (7-11)
I am sure I am missing stuff, and I am not going into the later arcs, due to memory failure...
That is something that makes me laugh with the PFS options. If it is considered fair in a home brew campaign then it should be fair game in PFS.
That description varies so wildly that it is a null phrase.
I am running a home game of Rise of the Runelords, and my rules are a heck of a lot more limiting then Standard PFS, and barely more freeing than the new Core campaign.
20 point buy
So, what I consider fair in my home game is a lot stricter, which is also what many posters have also stated is their experience with their home games, than what is allowed in PFS Standard.
Well, if it is the scenario I think it is, the Chronicle shows it as a cost of 150 gp.
150 gp for a second level scroll is the standard price, so CL3.
I verified the scenario, and it is the one I thought it was, and the tactics section is wrong, so it should be an automatically successful DC 4 CL check for our 3rd level sorcerer to use that scroll.
1-39: The Citadel of Flame
This was published early on in Season 1, the first season to use the PF rules instead of teh old 3.5 rules, and it probably got missed during editing because of all the other changes they were looking at, at the time.
Andrew Christian wrote:
Not necessarily. If I could do that, I could have been a writer, not a computer technical support agent.
And you are disregarding several real world factors that can and have affected my ability, at least, to be able to figure out what is going on.
Noise: If those Pokemon and/or MtG gamers are being rowdy, it is hard to hear even a loud or well-projected GM.
Or you are trying to help the new player at your table, or someone has asked you, as the rules guru, for help in their next feat choice..
"Hey, <GM>, I am trying to help <PC> convince this NPC to let us pass/take the macguffin/what-have-you." Is, sometimes, the best that my limited imagination can come up with. There is a reason I run scenarios, modules and APs, rather than sandboxing it...
Diplomacy: I don't let the dice roll until the roleplay resolves a natural decision point for the NPC, and only people who have been roleplaying even get to touch a die for the test or assist. Sure, some players are naturally introverted and shouldn't be barred from playing faces.. that's a consideration on a case by case basis and is always (not usually, always) obvious right up front.
This is a really bad idea.
I do not have a Charisma of 22, like some of my Charisma-based PCs do. My PC should get to use his Diplomacy skill, just like his Disable Device skill, without my ability, or lack thereof, affecting the PC.
Or do you consider, "<Insert PC name here> schmoozes that NPC trying to get <result> from him." to be RP? Or would, "<Insert PC name here> attempts to assist <primary PC name here> in schmoozing the NPC." to work for giving an assist?
Nope, the Str damage is still just x1 when wielded two-handed, but the limitation, added to the weapon in Ultimate Equipment, only says Str damage is not modified when wielded two-handed.
And the weapon, just FYI, is the whip.
You can't wield a whip in two hands in order to apply 1-1/2 times your Strength modifier to damage rolls.
You do know that Black Blades cannot be upgraded, outside of the upgrades made by the levels in the class that grants the feature, yes?
Magus, Black Blade: Can I use Craft Magic Arms and Armor to increase my blade's enhancement bonus?
There are two exceptions to these rules. All Tier 1 scenarios and Tier 1–2 sanctioned modules are available for unlimited replay with a 1st-level character for credit. The sanctioned modules may also be played with a 2nd-level character once for credit. GMs may receive another Chronicle sheet each time they run one of the Tier 1 scenarios or Tier 1–2 sanctioned modules, but may only apply a Chronicle sheet to one 2nd-level character per adventure.
As always, each player may receive credit for each module or Adventure Path volume once as a player and once as a GM, in either order. Players must accept a Chronicle sheet for their characters the first time they play any sanctioned content. A player may replay sanctioned content at the GM’s discretion, but the player may not receive more than one Chronicle sheet per adventure. The only exceptions are Tier 1–2 modules and sanctioned Adventure Path content. A player may only play a Tier 1–2 module or sanctioned Adventure Path content for credit once with a 2nd-level character, but may use additional 1st-level characters to replay the same content for credit.
Ummmm. Not sure where you are seeing any obfuscation. Both paragraphs that reference Tier 1 and Tier 1-2 materials are fairly straightforward.
Tier 1 scenarios:
Tier 1-2 scenarios (new option, Guide needs some updating for them):
Tier 1-2 modules:
Tier 1-2 Adventure Path segments:
You must touch a creature or object to affect it. A touch spell that deals damage can score a critical hit just as a weapon can. A touch spell threatens a critical hit on a natural roll of 20 and deals double damage on a successful critical hit. Some touch spells allow you to touch multiple targets. You can touch up to 6 willing targets as part of the casting, but all targets of the spell must be touched in the same round that you finish casting the spell. If the spell allows you to touch targets over multiple rounds, touching 6 creatures is a full-round action.
Touch Spells and Holding the Charge wrote:
Touch Spells in Combat wrote:
Closest thing I could find was the Magus Spellstrike/Spell Combat FAQs for Ultimate Magic.
Magus: Can a magus use spellstrike (page 10) to cast a touch spell, move, and make a melee attack with a weapon to deliver the touch spell, all in the same round? wrote:
Since it is the only thing that references, in any way, a specific hand, even though the mention is more generic than anything else.
Magus, Spellstrike: If I cast a spell that allows multiple touch attacks, can I deliver all of those spell touches through my weapon? wrote:
Well, it is the main thing that makes them affordable.
61 gold apiece, buying, say, 10 of them, is 610 gp, but they can be used, pretty much, over and over.
60 gold apiece, in addition to the cost, runs you 1201 gp for 20 that are, mostly, single use. If it hits, it is destroyed. If it misses, you have a 50% chance of recovering it.
Which is why adamantine blanch is a "better" choice for limited usage.
Erick Wilson wrote:
Because D20PFSRD, at best, is a questionable source. They have to rename anything that is not OGL, so it becomes easier to miss other errors, since there are already differences between the original source, and what they have posted.
And that name difference also makes it hard to know which one is the source for some things with similar names on the Paizo side, like Dawnflower Dervish and Dervish Dancer...
Arcanic Drake wrote:
But the question I was answering was purely about an audible/visual set of ... queues.... Touch was not mentioned, at all.
Would a Paladin sit still for a lap dance from a Succubus?
A few things to remember:
HeroLabs is legal to use to create PCs for PFS, Now, like any other tool, it works better when you understand what you are doing with it. One wonders if Nefreet were a math teacher, would he also ban using TI-83 calculators in Trig class? When I took Trig, not only were these calculators not banned, but having one, or an equivalent product, was actually required for the class.
The question is whether someone is using HeroLabs as an aide, or as a crutch. I try to always make sure I know how a number is derived for my PCs, whether done manually or in HL. Then again, several of my PCs use final numbers that HL doesn't give, due to either being in the weird CMB zone, or when flexible buffs (Blessing of Fervor, for example) are involved.
Then again, I have been known to create crib sheets for my PCs, like for my archery-focused builds, showing what the basic numbers are, when using feat X in situation Y. Or a note as to how I calculated my PC's trip bonus, so I can track changes from spells or effects.
In the local environment, I am frequently used as a go-to guy for rules. Equally, I know that I don't know all the rules, nor do I always remember rules-stuff correctly 100% of the time. So, if I am unsure, I like to look it up, especially when it could be life-or-death for the PC. YMMV.
Nope, for concealment, only Total Concealment prevents an AoO. Partial, the 20% miss chance level, does not prevent AoOs, just being the target of (most) sneak attacks.
Consider a Goz Mask, for when you can afford it, as that means you can run around in mist/fog, but not give up being able to see and get sneak attacks in.
One thing to remember, for later in your career, is that some things may no longer give benefits as often, or as well, as they used to. Higher CR monsters frequently have True Seeing, blindsense, blind sight, tremor sense, scent, etc.
Higher level casters have all sorts of ways to shut down invisibility, see invisibility, true seeing, invisibility purge (awesome spell!), etc.
Which is why things that grant concealment are good. Fewer ways to bypass it, for instance. And many of those are available to the PCs, as well, like Shadow Strike, Goz masks, etc.
As a side venture, one thing to think about are the cracked purple prism Ioun stones, which are spel storing items, for one level of spell. There are a bunch of first level spells that, even at CL1, can be useful. True strike, vanish, etc.
Nice write-up, indeed. Any advice for those of us with smaller situations?
Last game I ran, I had 6 players, all returnees, and we are starting to play higher tier games. Is there anything can we do, other than dropping most everything, and running one of the repeatables with all-new PCs, to accommodate new players?
Favored Class Bonuses other than hit points or skill points. Things like 1/6th of a Rogue Talent, which is always truncated, rather than rounded.
You two might want to look around, because RAW and RAI actually match on this, per past posts from Mike Brock.
There are several situations where someone might not be able to play an in-tier PC, but want to assign the chronicle to said PC.
Player brought Barbarian 1, and the table consists of all melee types. He "sacrifices" playing his own PC to run Kyra to give the table some healing and breadth.
Player gets out of work early, no PFS materials with him, but stops at the store, and finds a game just getting started.
Or, the iconic reason, which is to try out a non-1st level pregen of a new class (to him) to see if he might want to run a PC of that class, later.
Before you denigrate the idea about having only brought one PC with him, I tend to do that, these days, because otherwise my bag weighs more than it does when I GM. I have 30+ registered PCs, from level 1 to level 14, and they take up quite a bit of room in my bag,. and add a significant amount of weight, even though they only have the relevant sections of the non-Core books needed for the rules they use, and their character sheets, chronicle sheets, and, for the higher level PCs, sheet holders to protect said documents. After all, if I ma not going to play the PC I signed up with, which one of my other PCs in level would I be playing?
No, the rules really aren't clearly "spell effect" as there are things, as cited, which say "as the spell" but don't use the spell, other than for how a specific thing functions, as the spell is where it is defined.
Rings, for instance, are very confusing in write-up, as the general rules for rings tend to push toward "worn as activate", with mention that command word would be specified, in one place, but a different assumption, about rings, in a different place.
One of the many problems that can crop up when you take two different, and large, tomes, and combine them into a single, even larger, tome. Just consider how often players and GMs alike miss that you cannot make potions of Personal range spells. And some of those illegal potions even make it into Paizo products...
And, after 20 years, you expect me to remember every GM I have ever played at GenCon with? Sure, you betcha. Not.
@Brian D. Mooney -- Do you happen to have a path of any kind that just uses Season 0 by itself?
I don't think this would be possible, what with 9 of the Season 0 scenarios being retired, so there are only 19 left.
That would, if it were even possible, only bring a PC up to 7th level, and I am unsure if there are enough low tier scenarios to get up high enough level to even think about the Season 0 Tier 7-11 scenarios.
Season 0 Scenarios, in no particular order:
0-1 Silent Tide (1-5)
0-2 The Hydra's Fang Incident (1-5)
0-3 Murder on the Silken Caravan (1-5)
0-4 Frozen Fingers of Midnight (1-5)
0-5 Mists of Mwangi (1-5)
0-6 Black Waters (1-5)
0-8 Slave Pits of Absolom (1-5)
0-13 The Prince of Augustana (1-5)
0-23 Tide of Morning (1-5)
9 1-5s, would bring a PC to 4th level, 9 XP
0-7 Among the Living (1-7)
0-16 To Scale the Dragon (5-9)
But that leaves the PC 3 XP, 1 level shy, of being able to play the 4 7-11 scenarios from Season 0.
0-20 King Xeros of Old Azlant (7-11)
And here I thought it was going to be "Year of the Scorpion's Bite", where everyone and her brother have to use only the scorpion whip as their weapon. All the favored weapons change to scorpion whip.
Believe me, there are much more optimized sets of PCs, including a whole party that only plays together.
Husband & wife PC pairs.
Local full tables.
Building not just complementary PCs, but building with the Teamwork feats, or other 1-2 punch type feats.
I have played with a pair of Half-Orc Barbarians, set as siblings, both with the Half-Orc feat that raises their Rage modifiers to +8 to Strength and Con.
I currently am running for a pair of players who have "related" PCs, one is a Brawler/front liner, the other is a Face/support type, who orders the front liner around...
And we won't play "Summon David" by mentioning Summoner/Eidolon pairs, or Druids and their Animal Companions...
James Jacobs wrote:
So, does that mean that, say, Pragmatic Activator should provide your Int mod as a Trait bonus to UMD? And, would, therefore, stack with a feat that gave you your Int mod as an untyped (Int) bonus to UMD?
@Chris: I find your citation of Quick Draw as a reason to disallow the drawing of weapon-like objects for free during a move if you have a +1 BAB, to be an argument for allowing it.
Citation: Specific trumps general.
Quick Draw specifically says it does not apply to wands, trumping the general rule that weapon-like objects are treated like weapons.
So, since Quick Draw specifically says it won't work for wands, it appears that the general rule should be that wands are, usually, treated for all intents and purposes, like drawing for free on the move, as weapons.
You don't HAVE to play the scenarios in slow mode, it's just a good idea to ensure you don't out-level later content before getting to it. I did the math, and you only HAVE to use slow mode if you plan on playing all the levels with the same character, and that character started at level 2 for the Ruins.
16 levels, ending with tier 11-13, and no slow mode?
Even starting at 1st, you would be at 17th, if possible, without slow mode...
So, how would you handle someone doing a CdG with a lethal attack, but, due to a low Strength and a small damage weapon, only being able to do non-lethal damage?
2x 1d3-3 (Gnome or Halfling with Str as a dump stat, using a small dagger)
1 non-lethal, 2 non-lethal as a crit, Fort save for DC 11 or 12 or die?
As I'm sure you've guessed, he randomly attacks my wife with a full round attack doing 29 damage at once which would be more than sufficient to outright knockout any lvl 2 character or outright kill any lvl 2 character that has a low hit die, let alone one with a low hit die and 3 health left. Needless to say she died.
I see an issue right there.
Full attacks, especially against an injured target, should be handled one attack at a time. Once the original target goes down, especially form the description in this game, the attacker would move on to a new target, especially since it didn't need to even take a 5' step to switch targets.
Claw, claw, bite?
Claw, target goes down, move on to next target with he second claw. No need to add insult to injury. Unless it was some sort of zombie ogre, and even then, it would have switched targets after the first one went down.
And, yes, I am of the school who thinks you can draw a wand on the move. Otherwise you get into all sorts of issues, even with the first part of the rules, when you start getting into defining when is a wand a weapon-like object, and when isn't it?
Wand of Magic Missile? Always weapon-like.
Wand of Cure/Inflict Light Wounds? Situationally an offensive spell, so sometimes weapon-like?
Wand of Feather Step? Not an offensive spell, unless you consider using it on a charge build to be offensive, so never a weapon-like object?
Seriously, setting up wands as always weapon-like, as the first part does, means that, unless explicitly excluded, like in Quick Draw, it is treated as a weapon for usage. Also note that Quick Drawe explicitly excludes wands from being a target of Quick Draw. Drawing on the move does not.