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** spoiler omitted **
much further spoiler:
Only three? My.
I can think of more scenarios than that, alone, where you can get attacked by female statues, and at least one where one of the faction missions is to observe the fighting style used by some statues of unknown sex.
And we won't even go into modules, which adds even more attacking statues, and a few that one thinks should attack, even if they don't.
And at least a couple of scenarios where break enchantment might allow some (now former) statues to attack.
Heh. +3 Will save means it isn't much safer than a fighter. Not to mention opposed Handle Animal checks, unless it is given the Exclusive trick...
Much better traits are the ones that either give a boost to a save, or make a non-class skill a class skill with a +1 bonus, or give a bonus to something important, like Focused Concentration, which gives a +2 bonus to Concentration checks. Or, like Two-World Magic, give you a non-class spell on your class spell list. I run a Sorcerer who added Guidance, as just another cantrip to his list, and a Cleric with Ray of Frost as an orison, for use against non-Undead.
Summoner, as mentioned above, could be an option. They have buff spells, they have an eidolon, and, if the eidolon goes down, they get to cast standard action summon monster spells with minute per level duration instead of round per level. And, as a Charisma casting class, they can do the UMD thing, too.
It falls into a crack in the rules because the CRB doesn't have any weapon abilities that are statically priced.
This ability falls into the same rules as things like Glamered for armor does.
If you go to the Armor table, in the Magic Items chapter, or to Armor on teh PRD, you will see that Glamered shows a set price, but that other abilities, like Fortification, Light shows a +1 bonus, and a superscript 1 for the footnote: 1 Add to enhancement bonus on Table: Armor and Shields to determine total market price
For weapon sin the CRB, since there are no weapon enhancements with a static price, that same footnote, but referencing weapons, applies to the entire CRB table.
Due to oversight, they never added that qualifier to other tables with statically priced weapon enhancements.
So, how can a GM read a legal pair of archetypes, that legally can be stacked, and a legal weapon with the correct damage type, as not legal?
I have a Blade bound Kensai Magus who was originally going to be a whip wielder, but it was just so wimpy during First Steps Part 3 that I rebuilt him to wield a scimitar. So, yes, I went from a fairly unusual build to one of the standard builds. Sigh. Currently Magus 8, IIRC.
I also have a Lore Warden fighter who wields the whip, and always has. In recent levels, he has taken levels of Kensai Magus, so I retrained a couple of feats that were duplicated by the Kensai. At this level, even though he doesn't have much in the way of his own magic, he is still ugly/awesome using the whip for reach attacks and combat maneuvers. Currently Fighter 8/Magus 4, IIRC.
Just a few things to think about:
For a Teleport scroll, that would still be 4 creatures, at a cost of 1,125 gp, and some way to use it.
Does being able to Teleport require a uniquely identifiable target destination? Other than intersections, and even those will tend to look like similar sewer intersections, most sewer tunnels will look almost identical.
Is a 10' sphere of "typical sewer" enough to identify it uniquely for Teleport?
So, needs two castings, minimum, if your party is larger than 4 PCs, or even has an AC, mount or eidolon. And that assumes two different casters, otherwise it bumps to three castings, for the caster to get back, and that uses a bunch of 5th level spell slots, or moves the cost past 3,000 gp.
Rich Parents is not a good trait. "It's a trap!"
900 gp to start is nice, but quickly gets eclipsed in a normal gold campaign. All it really does is start the PC with first level NPC gold.
Once a couple of levels pass by, the extra 750 gp becomes statistically meaningless.
Compare that with one of the traits that gives +1 to a saving throw. Take one to bolster your worst save, like Will for a Martial, and the benefit is noticeable both immediately, and throughout the game.
And then there are the ones which get better as you level, like Fate's Favored, which doubles any Luck bonus. Initially, not a big deal, but as your PCs level, they can get access to spells and items that give luck bonuses. Jingasa of the Fortunate Soldier, Luck Stone, Halfling's Luck, etc.
Overall, Rich Parents gives a slightly better beginning AC or chance to hit, but it quickly gets hidden by normal gold and items gotten. Or allows an archer build to actually start with their weapon....
The World Shaper wrote:
alright so i ran into this problem, two players decided that their characters would get into a fight over some treasure they found.it was not the surprise round so no one was flatfooted.
This statement is incorrect.
Until a character/monster acts in combat, they are flatfooted.
So, if Archer wins initiative, unless non-Archer has Combat Reflexes (or the equivalent), Archer's first round actions won't provoke, as his opponent is still flatfooted.
Also note that there are several things that can negate an AoO on a ranged weapon user, as an example the Point-Blank Master feat form the APG, or even just 5' stepping back out of range.
Equally, if the non-Archer tries to trip, without having Improved Trip, he will provoke an AoO, and the Archer, depending on class (Zen Archer Monk) and feats (Snap Shot), who may get an AoO in response. Which, if it hits, gives the damage done as a bonus to the Archer's CMD aginst the trip attempt.
Clank Clank wrote:
So, what alignment is the late Aroden? (Note: IS, not WAS)
So, no alignment is listed anywhere I can find for Razmir, although the country is listed as LE. What alignment is Razmir?
Typically, you need to send an email to the Campaign Coordinator when you first get to 4 stars, to make sure it pings their radar to add you to the distribution list, and kick the current exclusives into your downloads page.
Right now, I believe that would be John Compton, and that procedure was how Mike was handling it, so I don't know if there are any changes in it at present, or projected under the person.
Edit: And congrats on reaching that 4th star. Welcome to the 4 star conga line.
RD: This is covered in several previous threads on this issue, one example is: Racial Feats & Racial Heritage
Some sources, usually older than the ARG, allow Racial Heritage to work fine, as long as the human has all the prereqs for the feat.
josh Newton wrote:
@Andrew: Any ideas on how to make this work?
According to your comments, these items either won't work at all, or should not be legal for PFS, even though they are specifically Golarion in theme.
Jack Brown wrote:
The key thing here is that you will never be able to buy a scroll of lesser restoration created by a paladin as a first level spell in PFS unless it is listed on a Chronicle sheet.
Francis Webb wrote:
Did the season 2 special come at the end of the season, as opposed to the beginning like the current specials? Otherwise, won't those season 2 scenarios be full of spoilers? It's not a big deal as many will have already played them anyway - just going for a theme.
Year of the Shadow Lodge was the Season 1 closer/Season 2 opener, where it was revealed that there really was an organization called the Shadow Lodge within the Pathfinder Society, which was hinted at by the events within The City of Strangers series.
Use those two scenarios to open the show, then run the Special, then continue into the Season 2 scenarios listed above to continue the Shadow Lodge arc.
Not as a jerk, but, like many things, this was a rules question not specific to PFS. It is something the PTB at Paizo need to clarify, so that it doesn't require house rules to work right in every campaign. In which case, it is a question that belongs in the Paizo/Pathfinder/Rules Questions forums, so it can be clarified, FAQed and/or errataed.
I do believe you are referring to Cheop's Law. The first 90% of a project will take 90% of the time allotted for the project. The last 10% of the project will also take 90% of the time allotted for the project, as well.
Which is why Cheop's pyramid changes shape near the top 10%...
A couple of clarifications:
As a GM, you can apply a chronicle sheet for a PFS scenario or sanctioned module/AP to one of your own characters, as though they had played through the game with full success.
For players: They can gain the gold (as modified by missed encounters or materials not located), XP, and access to purchase the items listed on the chronicle.
Note that the boons, usually listed up top, with conditions listed during the scenario as to how to qualify to receive the boon, are applied to the PC who earned the boon.
Some boons are only available for members of a certain faction, others require certain actions taken during the scenario, and some, indeed, are negative boons, things you don't want to get, for the most part.
I played <redacted> before, and with a different PC, I played the one that my other PC cooperated in preventing GMT from escaping at the end of.
I played Destiny of the Sand, Part 1 before playing Rivalry's End.
Fortunately for the game, the other players were all fairly new, and had not had much experience with GMT and his antics, so we played it "straight", although a couple of the encounters were fairly difficult (ok, one was because the GM ran both tiers together, and didn't include the 4 player adjustment. Then again, that was against the reptiles, and we had a barbarian...
And some of the things were fairly easy. After the initial encounter at the gate, we found one of the tasks would have been fairly difficult, except my PC had a discount boon, and just enough money to buy a Pathfinder Pouch at the discounted rate. And it was just about my only PC that item would really work for, as that was, actually, the Razmiran Priest/Sczarni fellow.)
I played Rivalry's End with a fighter using a longbow. No real bones in the issue, but he didn't think Torch acted in any sort of honorable fashion, so he helped the party deal with Torch appropriately as an oathbreaker running away.
Two-Gun Sam wrote:
Given my experience with getting incorrect PFC/RPG issues resolved, I would say to start with the obvious.
Make sure you are using the correct email address for Paizo's Customer Service department.
My "played all of level one as an Undead Lord, then Undead Lord got banned." PC. Still in limbo, actually, since I am afraid, since it is a boon race PC, to get stuck with a bad build at level two, where it is "play it cold, play it forever" territory. :(
C) Been there, done that. PC didn't meet my expectations when I was leveling him up to play him later, so I changed his archetype from Archer to Weapon Master.
D) Nope, no issues.
Later level retrains, if I am GMing, will need an audit for verification before I sign off on it, as the rules require. IIRC, this also applies to first level rebuilds, so...
Unfortunately, that doesn't deal with the issue that the player has with Zarta. Seriously, I had issues playing a couple of the Season 5 scenarios, because I am still not sure I wanted to rescue her. I did my best, and we succeeded, but, honestly, I would not have shed much in the way of tears if my party had failed...
@Saiman: Probably the easiest and quickest way to do it is just to leave #30 as an undefined Standard PFS PC, to be determined later, and just create a new Core PC to use with this character idea/build.
And I do empathize with your large number of PCs issue, as I have 37 (I think) PCs created here, with 4 or 5 of them being Core PFS, the rest Standard PFS.
The Shadow Lodge is still alive and well, despite the Decemvirate's best efforts.
Don't worry, those of us in the rank-and-file who have experienced the evil that is the Shadow Lodge are working at eradicating it completely and totally. I just wish we could erase it so completely that it had never existed to begin with.
Kilgore Trout73 wrote:
Just to clarify, you are selling anything that you have purchased, that is not a partly or fully used consumable, for purchase price, instead of half price; so you get that 1702 you mentioned, less consumabls used, but no equipment, other than the remainder of the partly used consumables.
You bought a quiver of 20 arrows, and shot 5 of them, you have still spent the 1 gp, but retain the 15 arrows left.
Robert Hetherington wrote:
With an application of common sense.
josh Newton wrote:
Just going to go into the Communal Water Walk spell, which was changed because Water Walking is already a multiple target spell. Communal Water Walk is worse, so it actually was made a lower level spell. They decided that that was a better option than just removing it as the mistake it was.
Water Walk, Communal
Other than not having an explicit cap on the number of creatures touched, which would be one per level at most, anyhow, due to splitting a 10 min./level duration in 10 minute increments; it is not as good. Water Walk gives that 10 min./level duration to all creatures touched.
So, 50 minutes for a 5th level caster. 5 creature with 10 minutes each, for a 2nd level slot, or 5 creatures for 50 minutes each, for a third level slot.
Best use would be a single target, so max duration for a lower level slot. Might be okay, if you know for a fact, that you can get across the liquid within 10 minutes, combat interruption or no, so you save a third level slot.
Scroll (min caster level)
It (the CL1 Magic Missile wand) is most useful at very low levels if you have a way to get it cheaply. Like using Prestige Points in PFS. And it works best if you don't need to use UMD to activate it.
It is, at that point, a great way for that beginner Wizard or Sorcerer to stretch their spell slots for other effects. Same for a wand of Mage Armor, so that the Sorcerer doesn't have to use one of his precious spells known to have Mage Armor available, since he is likely to only need it once or twice during a simple scenario.
Other wands that can be useful, some only in specific circumstances, some mainly to free up spell slots, are:
Even a wand of Resist Energy or Protection from Energy, although it is higher level, can be extremely useful, if your party does its research beforehand.
Talon Stormwarden wrote:
I would come down (and have come down on) the side of one reroll per gaming session, a session lasting approximately 4 hours, or one scenario's length.
Joe the First wrote:
Ummm, why delay? Liberating Command is an immediate action spell...
Actually, he was offered a separate job, something to do with a succubus in a grapple, and the experimental discussions involved thereto.
James Risner wrote:
Actually, because of the discussion, and SKR's post, and the phrasing of the FAQ updating the ability, is why I included Weird Words in the Type 2 spell list, rather than the Type 3 list.
First thing, we need to make sure everyone understands that there are, currently,m three kinds of spells that can be used to directly attack or damage others. All of them will break invisibility if cast.
Type 1) Target or targets must make a saving throw, spellcaster does not make an attack roll.
Type 2) Ray spells, which make (usually) a ranged touch attack against a target or targets.
Type 3) Ranged spells that are not defined as rays, but make ranged touch attack rolls to hit.
As the rules are currently written, and as the FAQs stand at this time, it is unclear whether these Type 3 spells should suffer the penalties of firing into melee, and gain the benefits of feats and abilities that give bonuses to ranged weapon attacks and ray spells.
So, to put it in cantrip form:
Note that, while I can only think of Acid Splash off the top of my head, there are other spells that fall into this classification, some of which have been mentioned up-thread.
I think Thea had a "needs more caffeine" moment with her post, there.
Or maybe some purple sparkly bunnies....