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Joe the First wrote:
Ummm, why delay? Liberating Command is an immediate action spell...
Being hit ends a sleep type effect, NOT color spray.
Sleep, the spell, specifically calls out that someone can use a standard action can wake someone up, or that damage taken ends the effect. Color spray, on the other hand, does not.
and, in addition, whether asleep or unconscious form being low level and hit by color spray, the person is a valid target for a special attack called a coupe de gras, which is an automatic crit, and, if the target survives the damage, also requires a Fortitude save or die, with the DC of the save being 10 plus the damage done.
Secondly, look at the Sorcerer. As they always get spell levels after the Wizard, they always have to make caster level checks for spells of higher level. It may be a null check, but they have to make a check.
Part of your problem is that you have not been making a reasoned request, but making an emotional outburst, and it is generating a negative response because it is emotional, rather than reasoned. It sounds like crying, rather than a rational point of discussion.
Request For Clarification of Rebuild Rules Or Alternatively Further "Grandfathering" After Recent Errata
Andrew Christian wrote:
And by picking a race for an FCB that is significantly better than any other FCB out there, and makes that character significantly better at doing something by 50% than maybe even the primary class that has that ability, then something is askew. Apparently the design team agrees with me.
It is statements like this, which is both false and misleading, by people who should know better, that makes me sad that they are in positions of pseudo-authority.
For an example, not only did Aasimar get the +1/? to their Oracle level for the purposes of determining the effect of one revelation, but it was also an FCB for Elves, and therefore, Half-Elves, as well.
So, since three races have it, it no longer qualifies as " picking a race for an FCB that is significantly better than any other FCB out there".
And that completely ignores the effects of other FCBs that were, and are, still better than this very limited benefit.
An Elf Oracle could use a single revelation, for every two levels of FCB spent, as though he were one level higher. For the Life Oracle's channeling, as an example, that was a benefit that kicked in for a visible effect only for one level out of two.
A Human Sorcerer, on the other hand, can get an extra spell known every level. That is something that takes effect right from the get-go, and has additional effect every level, not every other level.
Which one is stronger? Which one hasn't been changed, even though it was already stronger to begin with?
GM Lamplighter wrote:
And before anyone asks, it's *extremely* unlikely they will revise all the Chronicles to add all the non-Core-but-always-available items in scenarios to the Chronicles.
Might not hurt to request a "Core Scenario Access Document", something like the Secondary Success Conditions document, for older scenarios, to let the GM know what to write into the chronicle for a Core game for additional access....
No, we can thank your weird iinterpretations of what the game rules say, as you are not doing any citations for doing lethal with a non-lethal weapon, or non-lethal with a lethal weapon, as requiring anything approaching concentration.
The character cited has a feat to allow them to do non-lethal damage with a lethal weapon as a choice, not a concentration.
Would you require a Barbarian or Bloodrager with the Whip Mastery feat to only be able to do nonlethal with a whip when raging, even though the feat allows them, to choose which kind of damage to do?
How about someone with the Improved Unarmed Strike feat, nonlethal only if they are under the effects of a Rage spell?
How about the Weapon Versatility feat? Does it take concentration to alter the type of damage your weapon does, per the feat?
How about any of the many weapons which can, without a feat, just on the weapon itself, do different types of damage? Dagger, as an example, can be used to do either slashing or piercing damage, at the user's choice. Does that require concentration? And, if it does, which damage type do you make it default to?
Please, be careful of the law of unintended consequences, as it can come up behind you and bite you.
Note: In my (limited) experience, if you use HeroLab or several of the other alternatives, they frequently offer an option to print out just a statblock, which looks very similar to the statblocks for monsters in the various Bestiaries.
Any experienced GM probably will have little problem reading that.
There are several options available in this general ballpark
1) Play by Post (PbP): This is a fairly slow but intense option, as you are basically using a dedicated forum thread to run/play your game. These usually take days or weeks to play out, and tend toward more RP than "live" games, as the time limits are vastly different.
2) Virtual Table Top (VTT): Due to improvements in computers and Internet service, these games usually use a set of programs to simulate the tabletop with maps on it, dice rolls, and a voice chat/conference call to allow regular discussion.
These typically run in about the same time frame as a face-to-face game these days, due to a mix f improved technologies, and the ability to prebuild commonly used dice rolls using macros. James Wygle, one of the VOs who has started playing online more often, has a short overview of some of the things that Roll20, one of the commonly used VTTs, can help to automate play.
For online play like this, it is recommended that you have a headset/microphone, especially in a public location, but as long as you can mute your input, you can get by without.
One advantage, in my opinion, of any of the online play options is that you get to play with people allover the world. I am running the Rise of the Runelords AP online, and my players include a young lady from Singapore, while I live in Las Vegas, Nevada.
I have also played or run games with people from almost all other parts of the world. That has also included playing and GMing several of the multi-table specials online.
For one of the more active groups for online PFS games: Pathfinder Society Online Collective.
Request For Clarification of Rebuild Rules Or Alternatively Further "Grandfathering" After Recent Errata
GM Lamplighter wrote:
Similar cog? Yes.
Only a slightly-reduced effect? I gotta seriously disagree.
Original cog: +1/2 or +3/6 revelation per level
That is a reduction by 66%, which qualifies as a loss of the majority of the cog. Try doing that on a gear on your bicycle or car, and let me know if it still works.
I have a PC who has been affected by this change, and he loses at least one die from his Channel form it, and he is, in general, an irreplaceable PC, as he is my Standard Campaign PC with a unique boon. One of the reasons I played him through the module which gave that boon is because he had the ability to help the party, with support abilities, even while playing cautiously in Slow mode.
I have used up all my GM Star replays. Don't have access to the GM Star recharge boon. Am not likely to ever reach that 5th star. So, now, I have to see what all is affected on him, including all the feats spent on the ability which is no longer as good, by a 66% reduction of bonus, as it was.
Previously, at 5th level, he was channeling as a 7th level Cleric. Now, he will be channeling with a 2/7th reduction in that ability. When he, eventually, levels to 6th level, he will, once again, be channeling as a 7th level Cleric, when he was on-track to Channel as a 9th level Cleric at that time.
Note that this hurts even worse if you were planning or building toward using it on a revelation that can't be taken at first level, since the other FAQ means that you couldn't take the FCB for it until you actually have it. If it doesn't become available until 6th level, you get the benefit for only one level in normal PFS play. If it requires higher than 6th, you can only gain any actual benefit from it if you are playing at Seeker levels.
Oh, and just to give a small numeric representation of how the 1/6th version effects the Channel Energy revelation:
For the old version, at 1/2, it would be N/E at 1st level, starts the bounce at 2nd level, N/E again at 3rd level, and at 4th would become a guaranteed extra die. Even that gives two "dead" levels for the FCB.
So, the new version gives 4 times as many dead levels as the old one for the Channel Energy revelation. That is a change from 16% of your PFS career, to 66% of your PFS career.
So, I'll ask you, is that something that counts as only "slightly reduced"?
I love me those blanket statements that are incorrect.
Fighter (Lore Warden) 8, Magus (Kensai) 4
I object to it on the grounds that a burst of light shouldn't be able to damage anything that is blind, even if it is evil.
My first encounter with it was when someone cast it on an evil ooze.
Explain to me how something based on light can harm something that cannot see light.
Searing Light, at least, has the excuse that it is a ray, so it emulates a laser.
I would think the rebuild rules posted in the old blog banning several archetypes would still be the ones that apply:
Mike Brock wrote:
My whip-wielding, combat reflexed Lore Warden fighter thought it was amusing watching them drop in on the curtains....
Sorry, it was the <redacted> that gave us the most trouble, but you expect that of that kind of beasty. Wings, nasty breath, spells, obscene AC, high hit points, etc. Although his lair mitigated against him.
His absence, later, made the Aspis much easier to deal with.
No one had posted the actual link (and I linkified yours), but it was mentioned upthread.
Maybe add the suggestion to the discussion going on on how top make the Additional Resources link more obvious, and better named, that the Guide link should be enlarged to make it more obvious?
Grandmaster torch got burned (literally) by the machinations of the higher ups. Those machinations, whether from a venture captain or even one of the ten themselves, get people killed. That's bad for the society. Getting rid of management that does that is a good thing for the society as a whole, even if its probably not going to be pleasant for that high ranking individual.
Ummm. No he did not get burned by the machinations of the upper levels of the Society.
He got burned because he ignored, as soooo many Pathfinders do, the warning, "This place is dangerous. Be careful. Unfortunately, because of issues between the Society and local government, we are not going to be able to support you if you screw up too badly. So, DON'T SCREW UP!"
Guess what? Ven and his team managed to screw up. Pretty damn badly, in fact. I have seen that level of screwing up in only one of the many scenarios I have played and GMed in, and that was a group infiltrating a city in Irrisen, staying around and fighting the ever-mounting numbers of local guards, instead of taking off quickly. And even that only ended up with one member of the group arrested, the rest finally figuring it out and fleeing.
Ven's group managed to set off a bunch of traps, including the one that hurt him. How is a group, warned that they are going someplace dangerous, not to blame when they don't take that warning seriously?
Neither the Venture Captain, nor the Decemvirate can hold your hand while you are on a mission, and having perfect knowledge means either the mission is not required, or they have other assets that could do the mission safer than you could. And that includes GMT, whose information sources could have performed the mission while gathering the information that kept you safe...
You Joker, you!
Depending on the kind of archer you are, there are a few things that an efficient quiver can help resolve:
Single target with 60 arrows for abundant ammunition
And, while it doesn't seem to apply in your case, some GMs can go into conniptions if your PC has what they consider to be "too many" quivers.
Also, just think about how many arrows you could have with 4 of these babies, instead of four mundane quivers. 240 arrows, instead of a paltry 80. Remember that, at higher levels, you can easily start going through a lot of arrows in a single round, not even counting any AoOs that Snap Shot might grant.
11th level, full BAB class:
Suddenly, 80 arrows becomes only 13 full round attacks, not counting, as I mentioned AoAs or other factors that can give extra bowshots.
Fruian Thistlefoot wrote:
Too much buffing? Is that even possible?
Seriously, however, this bard would be contributing, indirectly, to damage.
Every time someone hit because of his bonus to hit, he contributes to damage.
Have him worship Desna, use a high crit range weapon, and take Butterfly's Sting, and pass the crits on to your ally with an x4 critical weapon...
Oh, my. Had a new thought. Coordinate that Butterfly Sting PC with a mounted charging build PC, and watch the one-shots... "Yeah, your first attack that hits is automatically goijng to be a crit. Yeah, charge, lance, yadda yadda. x5 or 6? Nice."
When adding new levels of an existing class or adding levels of a new class (see Multiclassing, below), make sure to take the following steps in order. First, select your new class level. You must be able to qualify for this level before any of the following adjustments are made. Second, apply any ability score increases due to gaining a level. Third, integrate all of the level's class abilities and then roll for additional hit points. Finally, add new skills and feats. For more information on when you gain new feats and ability score increases, see Table: Character Advancement and Level-Dependent Bonuses.
Page 30 of the CRB, or at Classes in the Paizo PRD.
1) Select your new class level
Just like any other non-Core item or spell that is available on a Chronicle sheet. The Chronicle unlocks that specific item or items, possibly in a limited quantity, for that specific Core PC.
Tim Statler wrote:
I thought that it was supposed to be cast on the naked Druidess...
And that would resolve all the controversy about willing to not. ;)
Dorothy Lindman wrote:
The Sunmoner has a wand of Dispel Magic, with three charges.
He used it in the last battle, trying to dispel the Fly spell that the daemon was under. Due to low rolls, the Dispel only worked on the last, third, charge to dispel that Fly spell.
Didn't help that the wand is, of course, CL5, while the daemon's fly was cast at CL 8, IIRC. Makes the DC 19, with only a roll of d20+5 to get there.
Selena Halfblood wrote:
Dem bones, dem bones, them slick, slick bones!
Yep, and they usually even announce it on the Online Play part of the PFS boards here.
June 26-28, 2015
Check the post linked above for full information.
Edit: And it looks, given the ID of the event I just submitted, that they have plenty of slots available for GMs to volunteer to help with.
Ms. Pleiades wrote:
All these people are so short tempered. Makes me mad, sad, and vertically challenged.
What Kinevon is proposing is a different issue entirely, and is not legal under any rule set.
Could you explain what I am proposing, other than building my GM credit blob at the appropriate level, possibly with no time to spend working it up level-by level at the table, and what is illegal?
And there are two threads going, and the answers in each of them seem to be contradictory:
Looked more like asking for the proof on the Throw Anything class ability, but the crafting is in the PFS FAQ at How can alchemists craft in Pathfinder Society Organized Play?
Alchemists can use the Craft (alchemy) skill to produce items with their Alchemy ability. Follow the Craft rules on pages 91–93 of the Pathfinder RPG Core Rulebook as well as in the alchemist’s Alchemy ability description. Any item created must be properly noted on that scenario’s Chronicle sheet. Under "Items Bought", note the amount of gold spent and the item created. Alchemists are assumed, for Pathfinder Society Organized Play, to carry the necessary items and tools with them to use available resources to create alchemical items. If they have a base of operations from which to do so, they may use an alchemy lab to gain the +2 bonus on their Craft (alchemy) check. Alchemists may never sell any of their created items nor may they trade them to another PC. However, they may allow other PCs to borrow or use items they’ve created (so long as the alchemist class ability being used allows them to do so).
I'm planning on going with the Pig's Paunch ownership decided to change the name back to The Wounded Wisp to appeal to nostalgia until we hear otherwise (and I'm not holding my breath).
Actually, no one in the Pathfinder Society, besides Kreighton Shane, who navigates with his eyes closed, anyhow, could find the place under the new name. The owners had to rename it to bring back all the business they lost....
Okay, printed the portion of the map that is used in the quest. Cut off the extra white paper. Taped the pieces together to make the map, after using colored markers for the three pools. Usable, the colors for the pools showed better than I had hoped.
Only got to run it once, and had to grab a random person to make a three player table. Still used all 4 pregens.
It was interesting, but, due to low player dice rolls, the party had issues with both encounters. Because of that, and the lack of anyone who can do their own healing, they had issues with damage. Monk did some yo-yo-ing, and was only up, during the final part, due to Bear's Endurance from the Summoner.
Took all three charges from the wand to get it to work. Once they finally managed to hit it, they did a fair amount of damage. It was just bad rolls to hit that caused the issues.
They had fun, they gazed in wonder at the chronicle, and then got to plotting which PC they wanted to assign it to.
I am assuming, since it is a 4-6, that it is a one chronicle each for playing & GMing it.
While the potions were helpful, it was a close-run thing, so more healing options might have been helpful. Maybe one of the meditation rooms offering a small amount of healing for a worshiper praying there.
GM, here, and there seems to be a few confusions and misconceptions in here. ;)
Actually, anything that is not from the CRB, the Web Traits document, or the RotRL AE Player's Guide traits, requires GM approval. This was true, or supposed to be true, for all the PCs in the game. The reason the other player who was going to play a rogue as his replacement PC, is that he had misunderstood or missed my email with the above limitation. He didn't want to play in such a limited-source campaign, wanting an "All Paizo is legal, third party stuff on approval" game instead.
I also requested a PC-only game, no cohorts, animal companions, familiars, etc. RotRL is built for 4 15 point PCs, and maybe an AC or familiar. With 5 20 point PCs, you are already ahead of the game. The Core requirement is also based on the AP being originally written with only Core available.
Unchained Rogue is approved because I am working on my PFS Rogue, and seeing if Unchained works for him, so I have already looked it over. The other Unchained classes are on my reading list, just not sure when I will get the time. I probably need to update my 3rd level PFS Summoner to Unchained, just to make sure that the Eidolon is built legally. I have already screwed that one up as APG at least once already.
The group made a decision to try and power through all of Thistletop without rest. They managed the top level, then headed down. Unfortunately, they were low on consumable resources, managed to miss their AoOs on an enemy whose tactics said to run away at a certain point, and the path he was forced to take, due to PC placement, caused another encounter, one of the harder ones, to activate. That encounter, despite all the players could do, beat them up pretty badly. Didn't help that bad dice rolls caused things like the Wizard failing a Will save and running away in fear, and bad attack and/or damage rolls against an enemy with some DR.
So, currently, the Wizard from the original party is dead, the Urban Ranger, the Paladin and the Druid are imprisoned without any resources. Heck, until the Cleric channeled, most of them were unconscious. So, at present, and this is what brought on my comment on the Rogue, was that they had no way to get the first party free. I thought it was amusing, but that is probably just me.
So, at present, the active party is the original cleric, a fighter, a ranger, and a wizard. In my experience with these players, other than young M being a bit... bossy, they work fairly well together, it just doesn't help when their dice go cold, and mine get hot.
There is a non-Core request thread on our Roll20 site, which I look at and try to answer. Sometimes, it takes me a while. Sometimes I say yes, sometimes I say no. I need to go through, and tabulate all the answers into the first post in that thread, just for ease of lookup. I use the thread, so I don't forget what I have approved, later.
So, play what you want. I am sure things will work out. It won't be long before death becomes just a bump in the road, unless you want to try a different PC.
Lord Deacon The Diplomat wrote:
I accidentally started calling my PC Commander instead of title Captain from Andoran. Sounds cooler so I just stuck with it. You can call your pc literally whatever you want so long as it doesn't affect things mechanically or its offensive to others.
Heh. I have one PC who has the title Captain multiple ways.
Ship captain, has the ship vanity
Captain (cubed?) Kinevon, 15th level (right this moment) Fighter (Polearm Master)
@UndeadMitch: I have played MtG regularly, in the past. Dropped it, when money became an issue, then started back up for a short while when my roommate expressed an interest.
The odds of your holo/rare cards actually having value, in my past experience, is fairly low. The odds of you wanting to sell them, as mentioned by another poster, is even lower if you actively play.
My comparison seems to have not been clear enough.
I was comparing the cost of individual packs to individual books, and pointing out that buying a $4 pack is a lot less intimidating then buying a $50 book.
Now, I didn't feel I needed to point out that the dedicated Magic player is likely buying a case, rather than a single pack, at $90 or more a pop, but that the mental image behind it is still the $4 (or less with bulk "savings") per pack.
Buying single cards moves into an even different area, which lowers, other than those rare & expensive cards, the entry cost for MtG, whereas the entry fee, in people's eyes, for Pathfinder is the $50 Core Rulebook.
And then you get the issue of the apparent cost of "add-ons" like Hero Lab, which is $20 for a 2-license basic copy, but ramps up as you add access to the various additional Pathfinder books.
You are entitled to your opinion, however uninformed it may be.
However, as a favor to the rest of the world, I would request that you take a 10 count, and think about what you are saying, and how you are saying it, before you post.
If you are unwilling to accommodate your GMs' legitimate requests, or try to work with them on them, you won't have GMs. If you insist on insulting anyone who has a different opinion on how to provide a good game, you will find that you are stuck on your own, trying to GM multiple tables, because your attitude drives your potential GMs away.
For me, I try not to run 7 player tables, because they often lead to non-fun situations. Either someone doesn't get much face time, or some of the people get bored and stop paying attention, or, and it has happened in my experience, no one is helping out the new guy. The GM because they are busy trying to keep track of 7 PCs, who knows how many familiars, ACs, mounts, etc. And, of course, their own NPCs, the good, the bad, and the ugly.
Last time I ran a 7 player table, one of the PCs got killed during an encounter, partly because no one was able to do more than tell him that casting Sleep was a less than optimal idea, especially not where he had positioned himself, and then his unconscious body got into an AoE that I could not figure out a way to get him out of.
Wizard moved into the baddies' room, started casting Sleep. One of the bad guys made his Spellcraft check, directed the melee minion to go after the Wizard. Wizard hit, knocked unconscious. Minion suffered enough damage to incapacitate him, which also caused said minion to explode. No way to get the minion far enough away form the downed Wizard to get him out of the explosion radius. High damage roll, failed Reflex save, damage went beyond negative Con. Low level, so no access to Breath of Life. Low level so insufficient PP to get a Raise Dead.
I had tried to warn him about the downsides to his attempt to cast Sleep, but had to continue running the game.
Result: Dead wizard, time for a new PC. Someday. Newish player (PC had 2 XP), have only seen him in passing playing board games, since.
So, I am allergic to running 7 player tables, because, overall, I am not going ot do as good a job of it, leading to a less enjoyable experience for both the players and the GM. What I call a lose-lose situation.