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You may want to change your wizard example as sleep has a 1 round casting time and so is a bad idea. The wizard would be better off casting something else and moving to a location from which he could not be charged.
Yes, indeed, casting Sleep, in that Wizard's situation is definitely riskier than casting Shield, as the Orc will get his attack in before the Sleep activates, and the attack may cause the Wizard to lose both hit points and the spell in progress.
Better alternate option: Color Spray. Standard action, can, like Sleep, potentially affect multiple enemies, depending on positioning. And, unlike Sleep, it has a chance of affecting even a BBEG. Stunned for a round is better than too many HD to be affected by Sleep...
GM Lamplighter wrote:
Seriously? I don't know about you, but I don't softball it, have run it multiple times, and only had a TPK once, against the freaking vegetables. And I may have been running them wrong, how they work has been debated in the Rules forum.
The <redacted> can be a pain, but most parties, even Core, will have some stuff that will work against it.
The other <redacted> doesn't hit very well. In 6+ runs, I have only seen it hit once, and that was against a 2nd level PC, so ugly but not instantly fatal. Really, it hits less than half the time against an AC of 15 or higher. And most front liners are going to have higher ACs than that.
Ledford is deadlier.
Consider not needing your resist energy as a bonus, since it also means that few opponents will have energy resistance against your energy type.
Also, remember, Resist Energy and Protection from Energy are both Core spells, and on the Sorcerer spell list... At some point, you will be using the Mass version of those spells, even if it is only to give your party resistance against your own spells.
DM Beckett wrote:
Yes, yes, and no, even including the NPC's list.
GMT is one of the few people that can make <redacted> look like a saint. Nothing, and no one, not even Zarta, can make GMT look like a saint.
I admit, given a choice between killing GMT and <redacted>, I would have to take some time to think about it. I think GMT would win, overall.
Tiny exception on the tiny exception: Or if you have a way to not need to pay the 50 gp anyhow.
False Focus, for example, would obviate the cost, since it substitutes for material components up to the value of your holy symbol, max value of 100 gp...
My Sorcerer (Razmiran Priest) is probably going to blow a feat for Heighten, already has a holy symbol worth 100 gp; and there are several ways to get the spell available without losing a slot. Wish spell lattices worked for Sorcerers, too.
Edit: D20PFSRD says that they do. So, 4k GP for a Spell Lattice with the 2nd level W/S Continual Flame in it, and the Heighten Spell metamagic feat....
Usually, in my experience, the main reason for the "bring the Paizo document" rule being invoked is when the GM doesn't know the rule, and needs to look it up. In that case, the actual book it is from is needed, rather than any of the online resources.
This means that, odds are, that a GM is unlikely to need to see the rules for Channel Energy, but may need to see the rules on how Bloodrage works, and how it differs from Barbarian Rage.
As a GM, I am less likely to need to see the rules on stuff I use for my own PCs, but more likely to need to see the (obscure) rules for how options I don't use, or seldom use, work.
In other words, it never hurts (other than maybe your back ;) ) to have the PDF or hardcopy book with you, or, for PDFs, just print outs of the relevant pages for the PC.
For instance, I have the ISWG and ISM pages for Razmir and Razmiran Priests printed out and stored in the binder for my PC who has the Razmiran Priest archetype. Seldom needed, but quickly available when his oddities form the archetype come into play.
Well, I GMed a game, online, of Mists of Mwangi.
Sub-tier 1-2, with mainly 1st & 2nd level PCs, along with one 3rd level PC.
No deaths, but there were a couple of points where bad luck, more than Core builds, almost doomed the party.
Against the flying masks, the party of 5 and an AC had 4 failed Fort saves, used rerolls, made the rerolls. Unfortunately, the second mask did the same thing, and the same group again failed their Fort saves, with no rerolls left. That looked ugly for a while, even leaving two PCs poisoned, and one losing his hair.
Most of the rest wasn't bad, comparatively, but they did have a couple of heavy hitters in the party. Indeed, they came very close to losing the second PP...
DaTunga, unfortunately, still suffers from being DaTunga, so he only got one set of attacks off before he got wiped...
Edit: I also played a local game of Murder on the Throaty Mermaid, mainly with first level PCs. Not a lot of trouble, but that was, in part, because no one aggravated the <redacted> in the cargo. Dealing with the concealment effects during the first fight was a bit of a pain.
DM Beckett wrote:
In one scenario, the Pathfinder Society goes out of their way to sell a traumatized boy into slavery after helping them recover an agent that's been kidnapped, (and who knows something they don't want the authorities to find out about).
Don't recognize this one.
In another the Pathfinder Society sends agents to murder people and set up the Aspis to take the blame. What's worse, the Aspis in this case where legitimately just trying to get what they where owed and rightfully deserved.
Do you mean the scenario where the VC deliberately, and with malice aforethought, tells the agents not to do anything that could harm anyone? And, IIRC, the only things to kill are the things that are going out of their way to attack you?
Lets not forget that the entire reason for the Shadow Lodge Faction was because enough people had gotten so angry with the Pathfinder Society's views on expendable agents, left them, and then someone finally got dirt on the "leadership" and force them to pretend to play nice and act like they cared.
First off, false. The original Shadow Lodge wanted to become the Aspis Consortium. Seriously. The version that became a faction was a different organization. Not sure of the source, other than it was run by someone whose own version of morality makes the Decimvirate look like Paladins.
Or that the entire point of the Silver Crusade was because the PFS had been banned in so many nations because of their well deserved reputation/(notoriety) that "leadership" needed to start changing face.
Also not true. Silver Crusade was because so many Paladin & LG CLeric players did not like that a CG organization was more interested in permanently preventing evil from holding sway.
Or those time when they are given instructions "Leave no witnesses", or "I'll leave the details to you on how you do that", or other such things.
So, your real life manager tells you exactly how to perform your job? As to leave no witnesses, IIRC, the primary instructions were to not draw attention to yourselves, so make no witnesses.
Or that time they steal a funerary mask that spontaneously raises angry undead and decide to take it back for further study.
Not sure I recognize this one.
Or the time they use a friend asking for help to find a vanished young girl as an excuse to gain access to treasure, with helping their friend as an after thought, "Oh, and I you can also manage to save her, cool, but, your mission is to get in and steal _______. Understood?"
As mentioned, if this is the scenario I think it is, the mission was to explore the ruins. It is only after the mission is assigned that a devil worshiping evil woman attempts to get the Pathfinders to also find her daughter who has been missing, presumed dead, for ten years.
Or that time they try to further instigate a war to make their little job easier.
Again, it's all about what we are told and what we are shown. We are told that the PFS is a small, multinational, apolitical group of likeminded explorers and historians that seek to rescue lost lore from destruction and the ravages of time. We are instead shown that the PFS is a massive personal mercenary army that forces their will on all nations and peoples without repercussion and takes what they want to be locked away for their own uses and no one else's benefit, that has no problem strong arming, murdering, lying, cheating, or sabotaging to achieve their ends, even to the sale of possibly sending entire nations into chaos and poverty, that really only care about hoarding secrets from everyone else.
Hard to show the smallness when you have tens of thousands of players.
Also hard to show repercussions on an episodic game, just like episodic TV tends to not include major changes, due to not knowing in what order the episodes will be aired (or played, for PFS).
Then again, there have been changes, there have been repercussions. That is what the A/B/C/D responses in reporting are there to guide.
it seems to be a perfectly sensible place to bring it up to me
Not to me. I am not sure what issue the OR (Original Resurrector) of this 700+ post thread is referring to in his comment, so...
Several archetypes being removed from the campaign over two years ago? Not being able to make photocopies of your hardcovers? Something else mentioned during this thread?
Faction cards will be optional, and, to be honest, they should be something that only the player needs to pay attention to during the game.
They will list some of the faction-related things that could promote the goal(s) of faction X, and it will be up to the player to bear those goals in mind, and then, at the end of the session, let the GM know they have done Action A, B or C that can fulfill condition X, Y or Z on the card, and request a signoff (if needed) on it.
Maybe either a note on the player's side of such an action, needed to remind boht of them later it was done, maybe a comment by the player that doing such-and-so in this game might promote this-or-that card line.
Hopefully, a lot less disruptive than "Is the MacGuffin in this room? How about this room? Maybe now?" that the original faction missions were prone to. And less irritating to the other players than, "I do this for Taldor!" was.
Modules & AP segments that give 3 XP for tier 1-2 or 1-3:
1-2 Crypt of the Everflame
As DrS mentioned, See Invisible is not a valid target to make a potion from.
By Pathfinder's Pouch, do you mean the 1,000 gp pouch with a hideable extradimensional space? That can be useful for certain situations you might run into, like bringing something either into a place you might have difficulty bringing it to, or getting something past someone searching for either that item, or for taxable/dutiable items. Note: this item can break, or at least mangle, portions of some scenarios.
There are a couple of magic items that can give one an ability to deal, in some ways, with various difficulties.
Charged item, consumable:
Charged item, one use per day:
Only if you get the hair and beard right.
Extra credit if you have Osprey standing in the background, especially if he has a couple of arrows sticking out...
I think the question was in regards to the fact that the reach of a standard whip is non-standard, and not properly referenced in the basic rules for the whip, so, if a scorpion whip gains the reach keyword, when it is treated as a whip, how much reach does it get: Standard whip (15'), or standard reach (10')? Does it threaten? If so, does it threaten adjacent and full reach, or partial reach, or what? And, in the whip rules, there is no real information on anything but that single size of whip, so how does changing the size of the whip wielder change the reach?
For real world VCs, you are better off using the web page, rather than the pages in the Guide, since there have been changes...
Which scenario is that?
First Steps, Part 1: In Service to Lore has a Ledford kills thread.
0-5: Mists of Mwangi? Heh. I ran this the other day, and had 4 PCs fail their Fort save, and use their re-rolls to save. Then 3 of them, and a different PC, failed the next Fort save from the second of the same critter in that encounter. First time I have ever seen someone need a Cure Disease from that scenario, not to mention two of the PCs had what amounted to virtually unhealable damage for the rest of the scenario...
I would love to know where the fluffy bunnies are.
I know of at least two modules designed for first level PCs that include Shadows. While one of them has the Shadow anchored to its room, the other does not.
You do know that there are a lot better ways to say this, or what I hope is your intention, anyhow:
Hi! I understand your concern. It is something that all GMs, new or veteran, experience.
Heck, A couple of weeks ago, I, an experienced, 4 star GM, managed to screw up not just one but two encounters during a module, ending the module early with an effective TPK. If I had run it correctly, it might not have been as bad, but the PCs were still going to have issues with those encounters.
For the best way to handle your concern, make it part of your introduction: "Hey, folks, please note that I decided it was my turn to give back to the PFS community, and let one of our regular GMs get a break from behind the screen.
Now, as you know, I am still fairly new to Pathfinder and PFS< so I am going to ask your assistance in making sure I don't screw up the rules too badly. Minor issues, which aren't going to kill a PC, maybe we can go over during the post game talk. But, if I make a major mistake, or do something wrong that could cause a PC death, please let me know right away.
In the meantime, though, let's sit back and play a fun game of Pathfinder!"
Hope this helps!
Roll20's voice support has, supposedly, gotten better, but when I first started, it was, pretty much, kill the voice/video in Roll20 and use Google or Skype.
It also helps when something kicks Roll20 past their threshold, and your game interface goes wonky. Red box saying no connection, someone using extensive and intensive Dynamic Lighting which slows the game to a crawl, one of their servers crashing, or, as has happened, mainly during things like one of the early PFS Game Days, the sheer number of simultaneous games overwhelming their servers wholesale.
Something to consider: Either Gloves of Reconnaissance or the Cleric domain (Exploration sub-domain, Door Sight) that gives a similar ability for a few uses.
That, and the invisibility trick that has been mentioned a few times, although that won't come into play/serious use until you can cast invisibility a few times.
Nefreet: You would lose that bet, since, among other things, my Sound Striker Bard is 5th level, not yet 6th, so this ability doesn't kick in yet.
To be honest, the FAQ came out after I had put in the expense to retrain my Bard out of being a Sound Striker, because the archetype's 6th level ability, before the actual FAQ release, was badly written, and subject to Table Variation. Because I have not yet played my Bard after the retrain, I could retract the retrain if I so desired, since no one but myself ever saw the retrained version.
Right now, I am contemplating whether I want to retrain him out of the new, clarified Sound Striker archetype or not. One way saves me 5 PP and some gold. The other way is what I am asking about.
@Dwayne: And, if all you ever took those abilities for was the old Weird Words ability, and had nothing else that could use them, how do they benefit you?
My Bard was pure support. During combat, I would have a sword in one hand, and a flag in the other, performing Inspire Courage and providing the Flagbearer morale bonus. The longsword was to provide flanking, if the combat ever got too close to me, not for me to use. I was going to use the Weird Words ability to provide a bit of a damage boost in combat, when my teammates needed it. Whether the 6+ words could target a single enemy or not was a question. Whether the 6+ attack rolls, damage rolls and GM-required saving throws was worth it or not, as well.
The new version is simpler, but not worth the same investment in resources. The original version, with 6-10 words, might have been worth taking Point Blank Shot and Precise Shot. The new version, with only 1 or 2 Words in normal PFS play, may not be worth that level of investment in ranged combat. Especially if the Bard isn't already built as an archer.
Harmonic Sage looks nice, but, seriously, is not a great option if the Bard already has, say, Lingering Performance. At least, on first glance, the extra round doesn't look like it would stack. And the bonus to DC becomes of very limited use to a Sound Striker, since they have given up suggestion.
No, my request was to clarify if the change to the Sound Striker archetype, which is about as profound as you can get without actually changing the base class, would qualify for a free rebuild for the Sound Striker Bard in PFS.
To be honest, it is about the same size change as changing the favored weapon for a deity would be. How much difference would there be if Desna changed from Star Knife to Punch Dagger?
Well, let's see:6th level.
Before: 6 shots at 1d8+Cha Mod, going against DR, Fort save for half on each shot
Now: Single shot, 4d6+Cha Mod, going against ER, no save.
All sorts of differences, right there. Any feats or other build points used to improve the DC of the Fort save, or to overcome or bypass the DR? No longer apply.
Sorry, plenty of differences, not all of them make it better. May not make it worse, but definitely makes it different.
Sure, some of the things that can work with one version will work with the other, but not everything, by far.
@BartonOliver: Haste, for just one you listed, is a rounds per level spell, so the odds of getting it to last for two fights is very low. I have seen it done, once, in a PFS game, but it was high level (for PFS), and the Haste didn't last through the second combat, just for a couple of rounds at the beginning.
Minute per level spells are not going to last very long at low level, anyhow, and the higher level PCs frequently have a lot of alternatives for healing. The boots are good at middle levels, or when there is plenty of down time between encounters, like certain modules.
10 minutes per level spells are usually what the party is paying most attention to, since they are usually high enough level to be limited in access, while having a duration long enough to get multiple encounters in.
After all, something to think about pairing wiht the boots would be some pearls of power of appropriate levels, so that the mid-length buffs can be pulled back in for prepared casters....
I don't remember weird words having ever been considered as a ray.
It wasn't, but:
Message 61 or so in this thread:
Pathfinder Design Team Official Rules Response wrote:
Note that the final version was significantly different than this, and that it closely mirrors one of the various suggestions for how to handle the ability during the 781 posts in this thread.
That post cited Scorching Ray, which is a Ray spell. The PDT final version does not.
Archetype: If an archetype replaces a class ability with a more specific version of that ability (or one that works similarly to the replaced ability), does the archetype's ability count as the original ability for the purpose of rules that improve the original ability?
Always something to consider. But, sometimes, not relevant.
If you own Inner Sea Gods, every one of your characters should have a deity just because of the flavor and mechanics of that book, excepting specific reasons not to (Ezren for example). In a world where you can literally ascend to godhood yourself, it would be really hard to be an atheist, the people who do so probably being conspiracy theorists (no, you see, it is not really the gods granting the clerics the spells, the clerics know something we don't and are trying to cover it up!) While in all actuality, those characters would be closer to agnostic, the principle still stands that there is nothing to be gained from not having a god.
Actually there are traits and feats that require not having a deity, like the Godless Healing feat. And don't forget that if your background says you are from Rahadoum, having a deity is probably not a good idea...
Several changes, including fewer "words", since it was, originally, one per level to a max of ten.
It clarifies one of the original confusions, of whether you can target multiple words at the same target, and reduces the die rolls for it to 1-5 d20 (plus rolls for potential crits), and 5x 4d6 maximum in normal Pathfinder.
Still uses Dex mod for to hit, changes it from P, B or S at the Bard's option to Sonic-only. Not a bad change, but a change nonetheless.
While the previous discussion in the big thread shows clearly that it is modeled after Scorching Ray, it is no longer listed as a Ray spell, or the equivalent, so whether weapon adjustments apply, including buffs and penalties, is not clear.
The clarification made by the PDT earlier in the thread, when they made it clear that the original version was supposed to be limited to one word per target, and also said it was considered to be weapon-like for the purposes of things like PBS & Precise Shot, were for that version, not the new version.
I actually have a Sound Striker Bard, made after playing Ruby Phoenix Tournament and seeing a team in there, so I am looking for guidance in how to handle this change. The change will also affect that combat in Ruby Phoenix, since there are Sound Striker Bards in there, and this may change their tactics...
And, like the Ioun torch, is great for several classes/builds which need normal light, but also need both hands for other purposes, whether for weapons and shields, or casting spells...
Tabletop Prophet wrote:
It is linked as a player resource to support the newest players, the ones who haven't bought all the books yet, so they can see what is in the hardcovers, and decide if they want what is in them enough to purchase them.
And the PRD only includes OGL material, which is why the various splatbooks are not (usually) included.
Okay, they finally came through with the Sound Striker FAQ on how the Weird Words ability works, and it is more of an errata than an FAQ.
Bard: The sound striker’s weird words ability is confusing. Does it work more than once on the same target? And does it require 30 rolls to adjudicate?
posted Fri, Mar 13, 2015
So, is this worth any sort of PC rebuild for free option? It doesn't change a feat, class-dependent stat, or weapon proficiency, but it does have a major change on how one of the archetype-defining features works.
Because, if you use the general rule as you have stated, you cannot ever retrain any feat that has ever been used as a prerequisite for something else, because that feat will forever count as having been used as a prerequisite feat.
Under the interpretation you are arguing against, it is being read as, "The old feat can't be one you are using as a prerequisite for a feat, class feature, archetype, prestige class, or other ability." And, to be honest, that is the only way the rule works.
If, indeed, you use the rule as, "The old feat can't be one you used as a prerequisite for a feat, class feature, archetype, prestige class, or other ability.", then that "used" means that a feat that has ever been used by your PC as a prerequisite CANNOT be retrained. Ever. Even if it is no longer being used as a prerequisite, as it has been USED as a prerequisite.
Also, to support the "being used" version:
Retraining: Can I retrain a feat to replace it with a feat I didn't qualify for at the level I originally gained that feat? wrote:
Cap. Darling wrote:
I think the answer is yes. But i have houseruled that you cannot use a AOO on somthing that will give the other guy a AOO. So no tripping AOOs unless you have improved trip or are safe away with reach or concealment.
That is a house rule, as you said.
What is more fun is the AoO chain that only incidentally includes the enemy.
Granted, I don't play pathfinder society at all, but that said, this seems needlessly restrictive. As long as you don't have non-core stuff on your character sheet when you come back, you should be allowed to play in whatever damn adventurers you want.
To be honest, I think you aren't understanding the restriction that is being referenced.
For PFS, you can play the exact same scenarios, modules and AP segments in both Core and Standard mode. You can, even, play it for credit once in each mode.
If you want to play Core, however, you have to play a Core PC who has never been used in a Standard mode game. That is the restriction, and it has a basis in multiple sources, one the way the two modes work, and the other in the way the reporting system works.
In the reporting system, once a PC has had a non-Core game reported on them, they are no longer Core, so no longer eligible to be used in a Core mode game.
For the way the modes work, Core is very restricted in what is available to the PCs in it. Core Rule Book, faction material (including traits) from the Guide to PFS OP, the languages on the blog, the traits form the Web Trait document. What the PC finds on chronicles.
Now, a Core PC, in general, is going to have a bit more difficulty with some games than others. Waking Rune, for instance, is going to be a tough game, even in normal mode for a Core PC. Now, if a Core PC were to play it with a bunch of Standard Mode PCs, and be able to go back to Core mode, does the unlock that scenario provide go to Core mode, or stay in Standard mode?
Dorothy Lindman wrote:
Actually, the bonus is double the caster level., so +2, not +1.
And, as mentioned, they can be useful for those go-to You spells. Don't forget to include True Strike in the list...
Or for the utility spells, so you burn your own turn on them, instead of the real caster's turn. Enlarge Person, Prot Evil, Bless, Remove Fear, etc.
Will Johnson wrote:
Per RAW, spellbooks and formula books are class abilities (or part of a class ability). Without these class abilitities, there is nothing to indicate that members of other classes can scribe spells and formula -- regardless of the Spellcraft or Craft Alchemy checks made.
You sure of that, and that they just aren't a feature allowing the preparation of most of the caster's spells?
Again, all skills referenced for using spellbooks, other than having to prepare spells, are available to anyone, caster or non-caster, prepared or known.
Again, all spells needed to be able to understand a spell from a spellbook are available to spellcasters, both prepared and known.
Again, spellbooks are available as a purchasable item from multiple sources, both CRB and UE.
Can non-Wizards, of any sort, use a blessed book?
And, as pointed out, there are class features and magic items for non-prepared spellcasters to use a spellbook as a source for those features and items. So, what is the source for said spellbook?
Equally, if you do, indeed, limit the scribing of spells into a spellbook to only prepared casters, can anyone just provide a spellbook and the scribing (and access, if appropriate) costs to have such a spellcaster scribe spells into their spellbook for them?
There is no transfer of funds, the person who owns the spellbook pays all expenses associated with getting spells inscribed in it, so how would it be different than, say, providing a spellcaster 50 gp worth of ruby dust to cast continual flame on your desired target item?
So, you are saying several items, abilities, and feats, do nothing for a PC once they near 20th level?
Just for a few items...
Also, on the other side of the coin, I seem to recall items made that require caster levels higher than 20, as well.
GM Lamplighter wrote:
No, spellbooks are an item in the equipment section of the CRB.
Whether anyone with Spellcraft and/or Read Magic can scribe spells in them is a different matter.
And, given that there are items and/or class abilities for various spellcasters who are either non-Arcane or non-prepared spellcasters, raises a question as to whether the item or ability is the new Prone Shooter, or actually uses something that exists, but is unwritten because there is no need to write that anyone who can read a spellbook or scroll can copy that spell into another spellbook.
Can a Sorcerer train Spellcraft? Yes
One of the reasons, if not the major reason, is database-related, as it is easier to set up a one-way pass-through, and not have to add a gated pass-through back from the more permissive campaign.
Remember, a Core PC going Standard has nothing that is not legal in Standard. A Standard PC has to be individually audited to make sure that they don't have something illegal for Core that is not covered by a Chronicle.
Best to make sure that, if you run a Core campaign, you educate your players on the differences, and that, if they decide to play their Core PC in a non-Core game, they will need to start a new PC for Core.
Since it's been mentioned that Andoran failed in being the good guys, I'll say that I'd love to see the Silver Crusade fall to the dark side.
Oddly, only some Andorens fell. Most of us are the good guys.
Silver Crusade is what you get when someone who thinks that there are too many factions starts a new faction.