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Verik Vancaskerkin

kinevon's page

Goblin Squad Member. FullStarFullStarFullStarFullStar Pathfinder Society GM. 3,791 posts (4,955 including aliases). No reviews. No lists. 1 wishlist. 32 Pathfinder Society characters.


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Silbeg wrote:
kinevon wrote:
Charon's Little Helper wrote:
Andrew Christian wrote:
But if their electronic roller never rolls less than 12 or 15, then yeah, I'll ask them to use actual dice.
Especially on those d6s. That's rather suspicious!

"Okay, so, I hit, let me roll 1d3 for damage....

18 points of damage."
"Umm. How are you doing that much damage on a 1d3?"
"20 Str for +5. Power Attack, wielded two-handed, for +9. +1 enhancement, Oops, +2, Magus Arcane point used previously. Oh, and a 2 on the die."

Wouldn't that be 20 STR for +7 two-handed (if you are getting the Two handed on he power attack)?

So, 20 damage on a d3. Wait, what weapon can be wielded two-handed for d3?

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.

Quote:
You can't wield a whip in two hands in order to apply 1-1/2 times your Strength modifier to damage rolls.

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Genuine wrote:

Here's a proposal for a GM boon (or maybe even an auction boon): Permission to upgrade a single unique magic item.

Sure, it opens up a can of worms with pricing, but with the space available in a special boon you could probably work through it. Say... give a rough guide according to price (e.g. if the Unique item is a weapon costing between 32k and 49.999k, then upgrading the weapon with another +1 enhancement would cost 50k; unique armor costing between 4k and 8.999k would cost 9k to upgrade with another +1; in other words you could just determine the effective enhancement of an item according to its price)(this would also prevent Magi and Arcanists from upgrading their free Blackblades with the boon)(Though that would be awesome)(Just too awesome).

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?
No, nor can you use that feat to add other properties (such as flaming) to the black blade. You can use your arcane pool to temporarily add abilities to your black blade.

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Quote:
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.
Quote:
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:
First Steps, Part 1: In Service to Lore (Active)
First Steps, Part 2: To Delve the Dungeon Deep (Retired)
First Steps, Part 3: A Vision of Betrayal (Retired)

Tier 1-2 scenarios (new option, Guide needs some updating for them):
5-08: The Confirmation (Active)
6-10: The Wounded Wisp (Active)

Tier 1-2 modules:
Crypt of the Everflame (32 page)
Master of the Fallen Fortress (Free RPG Day)
Murder's Mark (32 page)
The Godsmouth Heresy (32 page)
We Be Goblins! (Free RPG Day)
Thornkeep: The Accursed Halls (Pathfinder Online)
Emerald Spire: The Tower Ruins (Pathfinder Online)

Tier 1-2 Adventure Path segments:
The Half-Dead City (Mummy's Mask)
The Snows of Summer (Reign of Winter)

Liberty's Edge

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Touch wrote:
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:

In most cases, if you don't discharge a touch spell on the round you cast it, you can hold the charge (postpone the discharge of the spell) indefinitely. You can make touch attacks round after round until the spell is discharged. If you cast another spell, the touch spell dissipates.

Some touch spells allow you to touch multiple targets as part of the spell. You can't hold the charge of such a spell; you must touch all targets of the spell in the same round that you finish casting the spell.

Touch Spells in Combat wrote:

Many spells have a range of touch. To use these spells, you cast the spell and then touch the subject. In the same round that you cast the spell, you may also touch (or attempt to touch) as a free action. You may take your move before casting the spell, after touching the target, or between casting the spell and touching the target. You can automatically touch one friend or use the spell on yourself, but to touch an opponent, you must succeed on an attack roll.

Touch Attacks: Touching an opponent with a touch spell is considered to be an armed attack and therefore does not provoke attacks of opportunity. The act of casting a spell, however, does provoke an attack of opportunity. Touch attacks come in two types: melee touch attacks and ranged touch attacks. You can score critical hits with either type of attack as long as the spell deals damage. Your opponent's AC against a touch attack does not include any armor bonus, shield bonus, or natural armor bonus. His size modifier, Dexterity modifier, and deflection bonus (if any) all apply normally.

Holding the Charge: If you don't discharge the spell in the round when you cast the spell, you can hold the charge indefinitely. You can continue to make touch attacks round after round. If you touch anything or anyone while holding a charge, even unintentionally, the spell discharges. If you cast another spell, the touch spell dissipates. You can touch one friend as a standard action or up to six friends as a full-round action. Alternatively, you may make a normal unarmed attack (or an attack with a natural weapon) while holding a charge. In this case, you aren't considered armed and you provoke attacks of opportunity as normal for the attack. If your unarmed attack or natural weapon attack normally doesn't provoke attacks of opportunity, neither does this attack. If the attack hits, you deal normal damage for your unarmed attack or natural weapon and the spell discharges. If the attack misses, you are still holding the charge.

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:


Yes. Other than deploying the spell with a melee weapon attack instead of a melee touch attack, the magus spellstrike ability doesn’t change the normal rules for using touch spells in combat (Core Rulebook page 185). So, just like casting a touch spell, a magus could use spellstrike to cast a touch spell, take a move toward an enemy, then (as a free action) make a melee attack with his weapon to deliver the spell.

On a related topic, the magus touching his held weapon doesn’t count as “touching anything or anyone” when determining if he discharges the spell. A magus could even use the spellstrike ability, miss with his melee attack to deliver the spell, be disarmed by an opponent (or drop the weapon voluntarily, for whatever reason), and still be holding the charge in his hand, just like a normal spellcaster. Furthermore, the weaponless magus could pick up a weapon (even that same weapon) with that hand without automatically discharging the spell, and then attempt to use the weapon to deliver the spell. However, if the magus touches anything other than a weapon with that hand (such as retrieving a potion), that discharges the spell as normal.

Basically, the spellstrike gives the magus more options when it comes to delivering touch spells; it’s not supposed to make it more difficult for the magus to use touch spells.

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:


Yes. For example, if you cast chill touch (which allows multiple touch attacks), you could use spellstrike to cast and deliver the spell through your weapon, and in later weapon attacks you could use your weapon to deliver the remaining spell touch attacks (one spell touch attack per weapon attack).

If you have multiple attacks per round with that weapon (such as from having a BAB of +6 or higher), you can use the weapon to deliver multiple spell touch attacks per round, so long as you have uses of that spell touch attack remaining.

For example, if you are an 8th-level magus (BAB +6/+1) and you cast chill touch, you have up to 8 uses of that spell touch attack. If you make two weapon attacks in a round, you can deliver two spell touch attacks per round (one for each successful weapon attack).

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BartonOliver wrote:
GM Lamplighter wrote:
Thanks, Jeff - with Season 6 and the greater use of adamantine, I think the math has changed since I did my calculations (which I think were also done before durable arrows were legal).
In general terms, you were correct that blanches are more cost effective for archers (or gunslingers), the only problems is that adamantine blanches only work for DR. As an archer DR is probably not a concern (depending on level), whereas hardness is/can be due to clustered shots. That being said the addition of durable is really what makes the adamantine arrows shine.

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.

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Erick Wilson wrote:
kinevon wrote:

@Erick:
The rulebook needed rule is, partly, a marketing thing, but it is also an attempt to make sure that your PC does not suffer from needless Table Variation. While I am not usually going to make someone pull out their book for, say, a spring loaded wrist sheath, since I know the rules about it and use them for my own PCs, I will ask to see the rules for something I have never run into before, to make sure that it works the way the player thinks it does, as, sometimes, a misremembered rule can invalidate an encounter, where the correct rule would make it easier, but leave something to do.

Kinevon, I think you talk sense. The thing is, we have d20pfsrd.com if we need to look up something. If I can see it on there on somebody's smartphone or whatever, then why do I need to see it in the actual book or pdf? That part is pure marketing. And I'm okay with that to an extent; I'm just saying let's call a spade a spade and accept that marketing and pushing product is the main (and perhaps only) reason behind that rule. Then maybe we can think of good alternatives that still give Paizo what it wants.

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...

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Folks:

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.

@Erick:
The rulebook needed rule is, partly, a marketing thing, but it is also an attempt to make sure that your PC does not suffer from needless Table Variation. While I am not usually going to make someone pull out their book for, say, a spring loaded wrist sheath, since I know the rules about it and use them for my own PCs, I will ask to see the rules for something I have never run into before, to make sure that it works the way the player thinks it does, as, sometimes, a misremembered rule can invalidate an encounter, where the correct rule would make it easier, but leave something to do.

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.

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DesolateHarmony wrote:

Don't forget the Acrobatics skill and tumbling past foes.

Any cover or concealment prevents them from taking attacks of opportunity on you, such as a Ring of Blur, or one of Displacement.

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.

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Note: You can, of course, always print multiple copies of the handouts, so you don't just have a single sheet being handed around.

I have found, for example, having multiple copies of the errand list in First Steps, Part 1, makes tables go faster when they are discussing which errand to do next.

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Make them +1 Brilliant Energy, Seeking, arrows...

As long as you know which square to aim at...

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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?

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_Ozy_ wrote:
BigDTBone wrote:
_Ozy_ wrote:
Nefreet wrote:
CR?

CR isn't a level or HD or really compared to anything in the actual game mechanics. You don't compare 10 + caster level against 10 + CR as far as I know anywhere in the rules.

So, are there any comparisons made vs. any fractional numbers in Pathfinder?

Knowledge checks.

Um yeah, they get rounded down just like RAW says.

Sorry, I guess I should have been more clear. Are there any comparisons against fractional values that don't get rounded for the comparison.

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.

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For the first one, it might be a toss-up with a Priestess of Calistria, if you know what I mean.

For the second one, might I suggest ear-plugs or, straight out, wax. A Thunderstone or Deafness spell could help, although Blindness might not be a bad additional option.

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UndeadMitch wrote:

Yeah, okay, I just had a chance to go back and look at the guide, and I was mistaken about what the guide says about that.

I do agree with Auke though. A person shouldn't be able to choose not to play their character in a scenario because that scenario would provide issues for their character, play a higher level pregen, and then turn around and give that chronicle to the character that could've played but didn't. But, that's just my opinion.

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.

Some examples:
Player only brought PC 1 with him, but the table becomes a different scenario, or some such, where PC 1 is not eligible, but no paperwork is available for other PCs.

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?

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Gauss wrote:

Ahhh yes, the legacy argument. Which has no bearing in 3.5 or in Pathfinder.

Chengar Qordath, please show where the Dev thought it was continuous prior to the FAQ. I have not seen this evidence. (Not that Devs are not wrong themselves from time to time, it happens.)

Kinevon, yes, my mileage does vary from that. It is quite worth the money to start every combat invisible. As for having played with "WotC GMs" which WotC Devs did you play with or was it WotC non-Dev GMs? In any case, as I stated a moment ago, even Devs can be mistaken from time to time.

The rules are clearly 'spell effect' and duration is one element of a spell's effect unless stated otherwise. The FAQ did not change anything other than some people's mis-understanding.

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.

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kevin_video wrote:
@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)
0-14 The Many Fortunes of Grandmaster Torch (1-7)
0-17 Perils of the Pirate Pact (1-7)
0-24 Decline of Glory (1-7)
4 1-7s, enough to bring the PC to 5th level, 13 XP

0-16 To Scale the Dragon (5-9)
0-27 Our Lady of Silver (5-9)
2 5-9s, enough to finish bringing the PC to 6th level, 15 XP

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)
0-22 Fingerprints of the Fiend (7-11)
0-26 Lost at Bitter End (7-11)
0-28 Lyrics of Extinction (7-11)

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rknop wrote:

Next summer, the Con special is going to be "Race to the SPCA", opening up the Year of the Kitten.

Coinciding with the much-anticipated release of the Player's Companion "Kittens of Golarion".

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.

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Endure Elements
Protection from Evil
Bless

Bless Weapon

Obscuring Mist

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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.

Some examples:
A trio of Rogues building with the Gang Up feat and high ACs in mind, so they will almost always get flanking and sneak attack when they work together.
A pair of PCs, one with a high crit range weapon, the Desnan Butterfly Sting feat, and a high Initiative modifier, and her ally, who is slower, built with a high Strength, and a 2-handed weapon with a large Crit multiplier...

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...

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Actually, the simplest way to deal with DR X/- is by doing enough damage to get through it....

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James Jacobs wrote:
Bronnwynn wrote:
Owen K. C. Stephens wrote:
blackbloodtroll wrote:

Are you sure?

One cannot declare they know RAI, for all things.

James Jacobs can. It's one of his super-powers. That's one of the reasons why he's creative director. :)
Well, not universally. But in the absence of compelling evidence from the crunchy team, I'm inclined to go with it.
For what it's worth... I invented traits back in the early days of the Adventure Path, and they were ALWAYS intended to grant trait bonuses that don't stack with each other. Each time a new author invents a new trait, there's a new chance for that initial design philosophy to erode, but it doesn't change the overall philosophy that bonuses granted by traits are not supposed to stack.

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?

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Sign language, cause Deaf Oracles need some more lovin'.

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@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.

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YogoZuno wrote:
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...

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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?

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Every time I see the title of this thread, it makes me think of First Steps, Part 3, and a certain Druid with a log-like animal companion...

Or else, the little logs that animal companions leave behind when they get walked....

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Spoiler:
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.

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Actually, for combat maneuvers, you would use his CMB, then, if appropriate (trip, disarm and sunder), add in his weapon-based modifiers (+1 enhancement from the weapon, any Weapon Focus, Weapon Training, etc.)

As mentioned, to break the line down:

+1 halberd +14/+9 (1d10+10/×3)

+1 halberd means it is a +1 magical weapon
+14/+9 would be his attacks with the halberd during a full attack action.
If he only gets a single attack, say with a standard action attack or AoO, he gets the +14 modifier to hit
The weapon does 1d10+10 points of damage on a successful hit
The +10 includes:
+1 enhancement from the weapon
+1 weapon training (pole arms)
+6 Strength (18, 1.5 for 2-handed weapon)
+2 Weapon Specialization (halberd)

Trip: +11,+15 with the halberd, per the stat block. Given his feats, tripping will not provoke when he does it.

Note: He has the feat Greater Trip. That means that, when he successfully trips someone, they will provoke AoOs from any enemy that threatens them. That includes the Watch Captain himself.

He is also a 7th level Fighter, so he will, at CR 6, be a handful for a low level party, all on his own. And he almost certainly won't be all on his own.

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Seth Gipson wrote:
Game Master wrote:
Interesting. Is there no way to get to level 20 without RftRK as your last game?

Yes, both RftRK and Siege of the Diamond City can be applied in the 12-15 range for player or GM credit.

So once you are done with Eyes and are at 13.2, apply one of those either by playing or GMing it to hit 14, and the module up from there.

That would let you get to 19.0, as there are, currently, no Tier 17-19, 18-20, or 19-20 modules or APs available.

Right now, you have to play from 13.2 to 19.2, using modules, ending with one of the 16-18s at 18th level play, then play or GM credit Race to get to 20.0.

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Steven Schopmeyer wrote:

The only disagreement I have is that you can slow track only 6 levels and still end at 12th level.

If my math is wrong, please show me where.

Edit: Ah, now I see. You meant that there would be other scenarios beside Emerald Spire. The original question was about playing JUST Emerald Spire, then Eyes.

As pointed out, I think you got a bit confused.

Slow tracking 6 levels of Emerald Spire would still be worth 3 levels worth of XP, as it is 1.5 XP per level, not the .5 you would get from scenarios. 6 scenarios at slow would be only 1 level advancement.

And Emerald Spire has 10 other levels, so that comes to 13 levels worth of XP, which is 36 XP, and not in range for Eyes.

You have to get 12 levels worth of XP in 16 levels of dungeon, all worth a level of XP.

33 XP, divided amongst 16 levels.

6 slow levels is worth 9 XP, or 3 levels, which leaves 8 levels for the other 10 levels.
10 slow levels would be worth 15 XP, or 5 levels, leaving 6 levels for the other 6 levels, leaving your players setup at the right total to play Eyes.

Level 1: 1-2 (1)
Level 2: 1-3 (2)
Level 3: 2-4 (3)
Level 4: 3-5* (4)
Level 5: 3-5* (4)
Level 6: 4-6 (5)
Level 7: 5-7 (6)
Level 8: 6-8 (7)
Level 9: 7-9 (8)
Level 10: 8-10* (9)
Level 11: 8-10* (9)
Level 12: 9-11* (10)
Level 13: 9-11* (10)
Level 14: 10-12* (11)
Level 15: 10-12* (11)
Level 16: 11-13 (12)

Paizo recommended slow levels are *, which is setup to get your PCs to 13th level at the end.

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Check the Season 6 version of the Guide to Pathfinder Society Organized Play.

Szcarni faction missions and boons are not used at all any more. Only former Szcarni members will have kept any that they earned during earlier seasons.

The Exchange will use the Qadiran faction missions and boons.
Liberty's Edge uses the Andoran missions and boons.
Sovereign Court will use the Taldor missions and boons.
Dark Archive uses Cheliax missions and boons.
Sapphire Sages use the Osirion missions and boons.

Grand Lodge uses the Grand Lodge missions and boons when they exist, in earlier seasons (0-2) they would use the Osirion missions and boons.
Silver Crusade use the Silver Crusade missions and boons, in earlier seasons (0-2), they would use the Andoran missions and boons.

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pauljathome wrote:

In the Guide to Organized play it lists what you can buy. There are no clerical cast continual flame items in any legal resource as far as I am aware.

So that leaves spellcasting services. Although it is not clear I'd say the FAQ on meta magic combined with the restrictions on consumables makes it clear that the intent is you buy spellcasting services as you buy consumables, ie lowest caster level and you have to pick wizard over cleric.

Its a moderately moot point since getting a PC cleric to cast isn't usually an onerous chore and one REALLY wants the heightened version anyway (which is clearly disallowed)

Can you cite that? As long as you pay gold, you are allowed to purchase spellcasting services at higher than minimum caster level, otherwise, in the higher tiers, spells like remove disease from an NPC caster at minimum level just won't cut the mustard.

And, just to add to the confusion, since, in PFS, scrolls are untyped as to Arcane or Divine, what happens when you buy a scroll of continual flame at CL3, and have a Cleric use it? Does it automatically act as the Cleric version of the spell, becoming SL3, CL5, or does it stay as the Wizard version of the spell, SL2, CL3?

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Your GM says, "Hi! My name is Marty."

Bwhahaha!

Sincerely,

Marty

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Ziere Tole wrote:
kinevon wrote:
graystone wrote:
...
You seriously believe that holding a weapon in order to use the pointy bit at the end is the exact same way you would hold it to whack someone with the side of it at the bottom? Seriously?

See, this is the flaw in the FAQ, its assuming that you're using the other end of the weapon, which would make sense for requiring a different grip. So if a player can explain using a weapon with the same grip, would they no longer need to use an action to switch?

Thrusting with a longspear requires a different grip than swinging the other end of it. Swinging with a polearm like a halberd or naginata, on the other hand, could use the same grip, regardless of whether you're hitting them with the end or the middle of the weapon. Therefore, it can be assumed that this FAQ applies only to thrusting reach weapons (which for simplicity we'll say is the same as piercing), and other reach weapons do not require an action, since they do not need a change in grips.

[Again, I'm not arguing against the mechanics of the ruling, merely the wording/reasoning of it]

Actually, you are still incorrect. Swinging a weapon to use an end 6' away from you requires different dynamics than swinging it to use the part in the middle at 3' away from you especially since those middle bits are both not designed to hit with, and not designed to take a full force hit on something else. And your forward hand is probably, normally, holding it there so it doesn't do anything weird when you are attacking with the nasty part at the end.

It is also why brace is an action of its own, as that requires a totally different grip on a brace-able weapon than wielding it as a mobile attacking weapon.

Seriously, if you want to use a weapon to attack and threaten at both reach and adjacent without having to spend free actions, spend the three feats, and get yourself a whip.

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"Okay, this scenario's author is Josh Frost..."

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To reformat BNW's response into a consistent format, and add the missing faction:

Liberty's Edge uses Andoran faction missions
Silver Crusade uses Andoran missions for the seasons before there was a Silver Crusade faction
Dark Archive uses Cheliax missions
The Exchange uses Qadiran missions
Scarab Sages uses Osirion missions
Grand Lodge uses Osirion missions for the seasons before there was a Grand Lodge faction
Sovereign Court uses Taldor missions

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Auren "Rin" Cloudstrider wrote:
i don't play PFS because not only do i not want to keep up with the erratas or faqs, some of which are constantly changing left and right, but because i like to do mildly illegal but required things like starting a level 1 monk with power attack or a level 1 warpriest with weapon focus or heck, playing a noncore race or 3rd party class without needing to acquire a special slip of paper. hell, i like to use the original versions of crane wing, heirloom weapon and antagonize from before they were overnerfed to the ground.

And... just as a reminder, you would still need to get your GM to "buy in" for any of those things, as well. And I have seen responses to threads, both in the PFS and other forums, saying that many non-PFS games run under stricter rules than PFS.

The ONLY difference is that the PFS over-GMs have already ruled on the legality of all of this, so everyone knows, up front, whether you will see Zoomer playing with a rules-legal build, or with some sort of non-standard modified build. And don't have to worry that the GM gave Zoomer permission to use something that he denied to you. :(

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boring7 wrote:
Caderyn wrote:

I have occasionally had to scrounge for components after being captured as a Wizard (at least till we got to my gear and the obligatory 15 spell component pouches that I always carry once I start getting to the level that steal combat maneuvers are a thing).

Having just 1 pouch is an unnecessary risk (much like having just 1 spellbook).

Its interesting as a level 1 wizard insisting the party go via the kitchen first so you can use grease on the encounters before you recover your gear.

Most of the fighters I play carry a spell component pouch for when the wizard/sorceror/cleric loses his in a fit of bad luck or incompetence.

Consider: Fighter, glamered armor looking like robes, spell component pouch. Maybe some way to make your weapon look like something innocuous or wizardly instead. Wizard in mock armor, wielding something that looks like a nasty weapon...

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Would casting grease on the druid or succubus lengthen or shorten the grapple?

Slip sliding away....

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blackbloodtroll wrote:

Well, for things like PFS, you get such table variance, from despising Take 10, to loving Take 10.

So, I am looking to have a neat list of skills that are available for Take 10, show them, and get the whole thing out of the way, before we start.

Less disagreement/confusion, the more fun.

Heh. The list, other than including UMD, is the list of skills in Chapter 4 of the CRB.

Some skills list explicit exceptions to when they can be used to Take 10, which is UMD in general, and Swim in rough water/heavy weather, and any skill when you are threatened or distracted.

So, climbing a wall above a lava pit? You can Take 10.
Climbing the wall above a lava pit, with someone shooting a bow at you? Sorry, no take 10.

Swimming in clear, calm, tropical waters? Take 10
Swimming in muddy, storm-lashed tropical waters? Probably not going to be able to take 10.

Trying to use UMD to activate a known wand? No way of taking 10 on this, barring a few rare class features. Of course, at higher levels, this can still be a gimme, once you get your UMD modifier to +19...

Trying to use a Knowledge skill at a library? Take 10 allowed, probably with a bonus from the library.
Trying to figure out what that creature attacking you is? No take 10 there, except for a couple of Bard archetypes or some such.

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Nocte ex Mortis wrote:
Tacticslion wrote:
Malachi Silverclaw wrote:
Lathiira wrote:
CrimsonVixen wrote:
Choon wrote:
Or how many fist bumps you'll get.
You are forgetting the Shackles of Compliance, Animate Rope, Web, Sovereign Glue, Grappler's Grease, Dominate Person, and the multiple level-drain attacks. What makes you think your fists are going to be free to do that?
Well, we also discussed an eidolon in there somewhere, but not how many limbs it had been given....
....limbs?...or tentacles?

"You know... like ze ock-tee-poos?"

/moviequote

Ha Ha! Better Off Dead. I just watched that today for the umpteenth time.

Now we need to know what kind of language lessons the succubus has undergone.

Tongue twisters, for the really ... flexible ... tongue.

And, of course, it made me think of the song "Tongue Tied", sung by the Cat, in Red Dwarf... Cat & Succubus, for the .... win?

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Human Fighter wrote:
The "table variation" is that I guess to use the spring loaded, you need to have it all the way down your firearm, and since the potion isn't exactly that length it will be unstable, and will be DAMAGED by the spring when activated. Also, iron ones won't work too, because they'll get clogged, and also that they're too much weight, even though it's just one lbs. I'll try again in the future and more closely point out the weight it lists.

By the way, there is at least one RAW item that can be put into wrist sheathes that is definitely, and significantly, not the same length as, or shorter than, the PC's forearm, and that is that bundle of 5 ARROWS that it lists.

A longbow arrow, for full draw, is going to be about the same length as the distance from the tip of your nose to the tip of your outstretched middle finger, or about half the person's height for a longbow arrow.

But, overall, since it can also holds darts, which are much shorter, even for combat darts rather than game darts, an iron flask shouldn't be an issue.

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Mark Hoover wrote:

If the player wants to skip the level of cleric have them find a level 1 adept NPC. Said adept has CLW studied for the day. The player pays them 10 GP for casting the spell into their newly created wand, and it's done.

Also if you're using Ultimate Campaign's Downtime rules, the PC could use a skill to earn Magic capital at the cost of 50 GP/pt. Spending one pt of magic capital is then the equivalent of 100 GP towards the cost of the wand. In this manner they could work a bit more to earn the capital and spend 200 GP instead of 375 for the creation of the wand.

Finally it might be worth it to just have the player research Infernal Healing as one of their spells. This is a 1st level spell that grants 1 minute (10 rounds) of Fast Healing 1. Essentially this is (over the full minute) more healing than CLW at CL 1 and costs the same for the PC to put in a wand. Of course, they have to find either 50 doses of unholy water or a vial (50 drops) of devil blood, but I'm sure that's in every corner apothecary right?

Mark, no where does it require a full vial of unholy water, nor any significant amount of devil blood to cast Infernal Healing. Whatever is needed is, technically, included in the standard SP{ell Component Pouch by default, since the spell does not list any exp[licit cost for the material component, unlike, say, Stoneskin.

So, a wand of CLW or IH would both cost 375 to craft, or 750 to buy.
IH would also fit within the FAQ'd information on spells known versus spell list, as IH is on the Sorcerer list, so buying a Page of Spell Knowledge of it would let him add it to his spells known and spell castable.

1,000 gp for the Page, 500 if crafted instead; one first level spell slot set aside to power the wand crafting, and, presumably, Spellcraft trained, and the crafter is golden. 1 wand, for 500 hp healing, per day. Less than a gold per hit point, so not a bad exchange. Still not a good in-combat healing option, although having Fast Healing running can have its benefits, since that would negate the need for worrying about your down buddy stabilizing, unless he is under a Bleed effect, since he would be either dead already or stabilized...

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How about a Succubus/Tetori Monk. That'll really grab ya. ;)

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jimibones83 wrote:
What can I reference to prove that you can take 10 on a day job roll?

Try the Guide to Pathfinder Society Organized Play, v6.0, page 21, left column, aty the end of the second paragraph in the subsection on Day Jobs:

"You may take 10 on a Day Job check, but you may not take 20 nor can you aid another."

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Replayable/evergreen scenarios, modules, and AP segments:

Scenarios:
Intro 1 - First Steps, Part I - In Service to Lore (1)
5-08 - The Confirmation (1-2)

Modules:
Crypt of the Everflame (1-2)
Murder's Mark (1-2)
The Godsmouth Heresy (1-2)
Thornkeep - The Accursed Halls (1-2)

Free RPG Day modules:
Master of the Fallen Fortress (1-2)
We Be Goblins (1-2)

AP segments:
Mummy's Mask - The Half-Dead City (1-2)
Reign of Winter - The Snows of Summer (1-2)

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To me, at least, "Power Gamer" refers to the far end of the optimization spectrum, where Orcus becomes a snack, and power is measured in how quickly you can take down the Tarrasque. ;)

"Munchkin", other than the game from SJG, refers to someone who would be right at home on "The Price is Right", where they are trying to get the most bang for their buck, rather than the best options, just the most efficient ones.

Now, "Cheater", on the third hand, is usually separate form the above, other than a few cheaters who simulate being in one of the above groups, rather than being in the "This person does not, and will not, obey the rules of the game." group.

And, finally, Min/Maxer is usually someone who can fit in with either of the first two groups, is not usually interested in cheating, but tries to make the most efficient character he can for his effort. This can be difficult to distinguish from Munchkins or Power Gamers, if there is really any serious difference between the three types.

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Dylos wrote:
LazarX wrote:
Senko wrote:
Yes its essentially the Shinto of Golarion which seemed appropriate for the character. I'm not really a fan of the core gods so I'll probably leave it blank since I don't need a deity for a wizard. I have the guide but I wanted to get a second opinion to catch things I missed (like Tamashigo). I can provide the rules but I'll keep that in mind if I'm away from the local group.
It's a legal choice for anyone that's not a cleric.
Well, just as legal as worshiping Razmir, which you also cannot write in your deity box legally.

Say what? Where does it tell me that my Razmiran Priest cannot worship Razmir?

Razmir is the source of all that is good and beneficial. Those other so-called deities, who are not living gods, just make their followers dependent on them, instead of making them upright and stand-up types, like us Razmiran Priests are.

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Just a couple of notes, for those of you saying that the writer of the words on one thing actually knew what, exactly, the other thing referenced was going to be: False.

Pathfinder Core Rulebook:
Lead Designer: Jason Bulmahn
Design Consultant: Monte Cook
Additional Design: James Jacobs, Sean K Reynolds, and F. Wesley Schneider
Additional Contributions: Tim Connors, Elizabeth Courts, Adam Daigle, David A. Eitelbach, Greg Oppedisano, and Hank Woon

5 designers, 6 additional contributors

Creative Director: James Jacobs
Editing and Development: Christopher Carey, Erik Mona, Sean K Reynolds,
Lisa Stevens, James L. Sutter, and Vic Wertz
Editorial Assistance: Jeffrey Alvarez and F. Wesley Schneider
Editorial Interns: David A. Eitelbach and Hank Woon

Editing, if you count everyone listed: 11 people

Total pages: 575 through the Index.

You seriously think all 11 people went over every single word on every single one of those pages as a group?

Almost certainly not.

Someone was probably in charge of each chapter, but I would suspect that the coordination between chapters was fairly loose. Let's consider, the feat Brew Potions, and compare it to the Creating Potions section of the Magic Items chapter. Is the fact that you cannot make potions from spells with the Personal range in both sections?

Brew Potion (Item Creation) wrote:


You can create magic potions.
Prerequisite: Caster level 3rd.
Benefit: You can create a potion of any 3rd-level or lower spell that you know and that targets one or more creatures or objects. Brewing a potion takes 2 hours if its base price is 250 gp or less, otherwise brewing a potion takes 1 day for each 1,000 gp in its base price. When you create a potion, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own level. To brew a potion, you must use up raw materials costing one half this base price. See the magic item creation rules in Chapter 15 for more information.
When you create a potion, you make any choices that you would normally make when casting the spell. Whoever drinks the potion is the target of the spell.
Creating Potions wrote:

The creator of a potion needs a level working surface and

at least a few containers in which to mix liquids, as well as a source of heat to boil the brew. In addition, he needs ingredients. The costs for materials and ingredients are subsumed in the cost for brewing the potion: 25 gp × the level of the spell × the level of the caster.
All ingredients and materials used to brew a potion must be fresh and unused. The character must pay the full cost for brewing each potion. (Economies of scale do not apply.) The imbiber of the potion is both the caster and the target. Spells with a range of personal cannot be made into potions. The creator must have prepared the spell to be placed in the potion (or must know the spell, in the case of a sorcerer or bard) and must provide any material component or focus the spell requires.
Material components are consumed when he begins working, but a focus is not. (A focus used in brewing a potion can be reused.) The act of brewing triggers the prepared spell, making it unavailable for casting until the character has rested and regained spells. (That is, that spell slot is expended from the caster’s currently prepared spells, just as if it had been cast.) Brewing a potion requires 1 day.
Item Creation Feat Required: Brew Potion.
Skill Used in Creation: Spellcraft or Craft (alchemy)

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And, on that note, do I get to say my tanglefoot bags are actually syrupfoot bags? Either way, it is a sticky situation, although maybe I should go for molasses, instead.

"You, sir, have been blackstrapped!" Which also suggests a new alchemical power component for the black tentacles spell...

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