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Miyaro

KitsuneWarlock's page

Pathfinder Companion, Roleplaying Game Subscriber. FullStarFullStar Pathfinder Society GM. 267 posts (271 including aliases). 4 reviews. 1 list. No wishlists. 13 Pathfinder Society characters.


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This thread is amazing.

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KingOfNinjas wrote:
KitsuneWarlock wrote:
Is the Horticulturalist different or a word-for-word reprint?
** spoiler omitted **

T-that was literally the only reason I'd want to take what was previously an almost "strictly worse" preservationist (lower level summons and no outsiders...).

Can it improved familiar its plant familiar now? If so, it's still worth taking.

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If Customer Service wants to run my credit card and send me the PDF but delay the paperback until my next subscription, I'd be fine if they pocketted the difference in shipping to make up for the inconceniance...and I'd spend all night answering questions here :D

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Is the Horticulturalist different or a word-for-word reprint?

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Zachary Davis wrote:

Have:

2015 Boon #2: Prophetic Dream
2016 Boon #8: Elemental Blast
2016 Boon #9: Elemental Aura
2017 GM Boon #2: Vanara
2017 PBP GD6 #2: Mounted Tradition

Want:
Unsure at the time, but am willing to trade away for something else.

What is Elemental Aura? Is that Emotional Aura?

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Would it be too strong to let players play aquatic races in this AP? I wouldn't want some challenges to be easily mitigated or bypassed but some of those races in blood of the sea are so cool!

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Adding additional layers of ambiance to your descriptions, in and out of battle, really help add to the horror atmopshere. Just make sure you talk to your players concerning the use of certain themes (gore, torture, spiders, etc...) and check to see if anyone is especially squeamish.

Even a scenario that isn't meant to be horror can be made to be horror with the right pacing. Even if its just making your players too scared to open the next door.

As for specific scenarios: Reaping What We Sew is fantastic for a horror adventure and very halloweeny. Champion's Chalice Pt II and Fleshwarped Queen has some good horror moments. I think To Judge a Soul Pt II was pretty horrifying, but I might be alone on that.

Some great modules too. The Midnight Mirror is a pretty spooky Module, but it is Module-Length. Gallows (especially Part 1 and 3) are also wonderful halloween Modules.

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nighttree wrote:
KitsuneWarlock wrote:
The new Witch Archetype is really cool! Being able to eat and throw up your familiar and control swarms is really flavorful, and might be my new "go-to" witch archetype. The ability to have your hexes come out of your swarm instead of you is kinda freaky, especially with the White-Hair hex. Would the spiders suddenly grow hair? I'm sure most GMs will let me flavor it as the spiders whipping out to grapple instead.
.....web's maybe ?

By strictest reading, the swarm is composed of rats, centipedes, spiders, frogs and other vermin. I think most people will just flavor it as one type, since no matter the flavor it functions as a spider swarm.

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The new Witch Archetype is really cool! Being able to eat and throw up your familiar and control swarms is really flavorful, and might be my new "go-to" witch archetype. The ability to have your hexes come out of your swarm instead of you is kinda freaky, especially with the White-Hair hex. Would the spiders suddenly grow hair? I'm sure most GMs will let me flavor it as the spiders whipping out to grapple instead.

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I actually kind of enjoy looking for a more appropriate archetype for my character.

Spoiler:
The only thing this really does to my Lore Warden is shifting my "build capstone" from level 7 to level 8* and give her Dirty Fighting instead of Combat Expertise. Honestly, she never really played like a Lore Warden in terms of flavor and I did feel a little guilty about using the archetype just for the feat (and skill points).

This does also give me an opportunity to realign her stats. She doesn't really need Int anymore and she only needed Dex for levels 1-5 since she can pretty soon afford a Belt of Giant Hurling +4.

*After a build has all the feats (and class levels) required to do what it needs to do without being a burden to the party, I shift my focus over to stuff "I've always wanted to do" and pick up "fun feats".

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It does affect hit-points...once you take nonlethal equal to your current total, nonlethal damage does hit point damage!

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I think it should say "Adventurer's Armory 2", not just "Pathfinder Player Companion".

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BigNorseWolf wrote:
Scott Howland wrote:

Approve everything, if it's too powerful for an organized play campaign why is it being printed in the first place?

Some options are also too DMs cally for organized play

What Wolf said here is right on the money. Plenty of options also great for NPCs. And there are plenty of banned options that are balanced but easily broken. And some of those options, when broken, completely overwhelm the table.

And some options are being reserved for Chronicle Sheets, which is equal parts flavorful and a great way to have desireable chronicles without filling up player's binders with chronicles full of boons they have to remember they have in order to use mid-game.

Think of it in terms of Magic: The Gathering cards. Once in a blue moon we actually get a ban. Maybe 3:500 cards designed. But about 100:500 cards designed can't even be played in Standard. They are in supplemental sets designed for niche players who play games like Archenemy, Planechase, Commander or the Eternal Formats.

Of course, you could argue that the sets are clearly labeled. You know when you buy Archenemy Nicol Bolas which cards in the set will be legal for Standard. And there is a simple solution for that: buy your product after the Additional Resources comes out. Personally, I enjoy reading things that don't make it in because I love game design and the lore of Golarion.

But I think I'm already at my "TLDR" limit for this post.

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Wooo! Optionsmas is nigh!

The Aquatic Adventures ruling is really astute.

And now that we have Naiad, Catfolk and Rougarou, it'll Rain Cats and Dogs?

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I got my Elemental Slayer! My Catfolk of Ranginori is ready!

Kiwishes wrote:

Hey there,

I'm looking for a ratfolk boon, will trade gift certificate for one!

Thanks!

PMing!

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I very much want Elemental Slayer for my Catfolk Paladin of Ranginori.

I always want "Extra Traits", "New Day, New Choices", "Character Rebuild" and anything that lets me replace my Dayjob.

I have:
SFS #10 - Relics of Lost Golarion
SFS #9 - Xenowarden's Affiliation

PFS 2016 Gencon #16 - Leyline Access 2
PFS 2016 Gencon #6 - Brutal Reputation
PFS 2017 Regional #1 - Debt to Society
PFS 2016 S-C-A-R-A-B #9 - Emotional Aura
PFS 2017 Gencon #2 - Mounted Tradition
PFS 2017 Gencon #10 - Skillful Merchant
PFS 2017 Gencon #12 - Metamagical Access (3 scrolls with metamagic)
PFS 2017 Gencon #15 - Trophy Hunter

It'd take more than just Elemental Slayer, but I also have:
Vanara
Ratfolk
Gripili

And I would only trade these for race boons that also have character rebuilds on them, or auction-only boons:
Naiad + Rebuild
Aasimir
PFS 2017 Gencon #18 - New Days, New Choices

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Love those contest ideas, Tim!

I really love making custom character folios for my PCs, and I've seen a couple others floating around out there.

It'd also be really cool to have a contest to design holy symbols. There are a few gods out there without them that are pretty relevant to PFS (*cough* Ranginori *cough*).

Wasn't there also a terrain contest? Did I miss that?

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Tonya Woldridge wrote:
KitsuneWarlock wrote:
I'd love to see entries that didn't make it, if people want to to post here?
I would ask that people hold off until the contest is over. After that, if people would like a thread for submissions or a blog compiling the other submissions, I'm happy to assist.

Would love it! Glad I held off posting mine then~

These are wonderful entries, by the way. Took me a few hours to figure out which one to vote for!

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I would take those Rogue levels much earlier, probably after your first level each of Mouser Swashbuckler, Scaled Fist Unchained Monk and Snake Striker Brawler. Dex to Damage and Debilitating Injury is just so nice, even if you have to take Fox Shape a little later due to the decreased base attack bonus. An Amulet will give your natural attacks Magic, so you don't need arcane strike. You could instead take Sap Adept and Sap Master, since they work with Unarmed Strikes and you have Improved Unarmed Strike with Brawler. That'll make your sneak attack dice actually higher than a rogue who didn't multi-class (at level 11). If you still really want Arcane Strike, you can also take Combat Feat as your rogue talent.

Catching people flat-footed at least during the first round of combat won't be that difficult: your bonuses to stealth are really high!

You can also go dual bloodline (Psychic) to be able to cast spells in Fox Form.

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I'd love to see entries that didn't make it, if people want to to post here?

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I mean, theoretically, you could trade the horse to an NPC for an item or favor. But if it's an item, you won't get to keep it after the adventure is over. And you'd better hope that favor takes less time to complete than 2 hours per level. Still, it works great for bribes. "I'll give you my horse if you let me pass. I'll just ride in the wagon pulled by my friend's horse the rest of the way!"

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Mikko Kallio wrote:

TwilightKnight, thanks for the feedback! The intermission is probably something that works better at a smaller convention.

KitsuneWarlock, in the encounter you weren't able to participate in:
** spoiler omitted **

I'm sorry that you didn't enjoy the latter part of the special. There were probably too many encounters in that part, so the problems with pacing are probably on me. But I wasn't at the con, so I don't know for sure why it ended up being so rushed.

Again, apologies, and thank you for the feedback.

Yeah the GM was at fault. The table also had three players who have never played Pathfinder before and were playing mid-level Pregens with fairly complicated classes. I don't blame the writer and I can even understand why my friend at Gencon called this her "favorite multi-table to date". Hopefully I'll get a different experience with a more experienced GM and more prepared players at a later convention!

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Jess Le Rue wrote:
KitsuneWarlock wrote:
Cindrana Longroad wrote:
BigNorseWolf wrote:

Thats a questionable use at best and not something I'd try due to table variation.

Agreed. That being said having several dancing lights more a day is nice. Makes me wish that Kitsune could use the Dancing lights feet from the Monsters Codex Both it (Sniper's Lantern) and another (Shadow Shroud) would be amazing for characters with the spell like abilities in question...

Shame that they are banned due to being drow only.. if they were open to other races it would be cool aplication of material for Kitsune and Tieflibgs. Sorry, wandering thoughts..still miffed my tiefling can't enhance her vestigial wings

It doesn't give you more dancing lights. Dancing Lights is a level 0 spell. Kitsune Star Gem I only lets you renew uses of level 1 spells. Otherwise we could spend PP on Kitsune Star Gem I and then spend gold to upgrade them to Star Gem II...
True but my 4 tailed Kitsune Archer would love being able to do a classic Hunters mark a la WoW over foes

Agreed. I love that Drow feat and would totally take it despite its relatively low power. It's flavorful as heck!

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Steven Schopmeyer wrote:
I promise you, no game time was sacrificed last week.

I'm so jealous you guys get to start so early. We have to start at 6 PM so people who work can make it there. We usually don't finish until 10 or 11 PM, and by then everyone is too burned out or running out because they have work in the morning...

If we do audits, we set aside an entire session just to audit everyone, and we haven't done that in about two years. Fortunately, PFS Online Collective is there to help me.

But we are a very, very small group.

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Cindrana Longroad wrote:
BigNorseWolf wrote:

Thats a questionable use at best and not something I'd try due to table variation.

Agreed. That being said having several dancing lights more a day is nice. Makes me wish that Kitsune could use the Dancing lights feet from the Monsters Codex Both it (Sniper's Lantern) and another (Shadow Shroud) would be amazing for characters with the spell like abilities in question...

Shame that they are banned due to being drow only.. if they were open to other races it would be cool aplication of material for Kitsune and Tieflibgs. Sorry, wandering thoughts..still miffed my tiefling can't enhance her vestigial wings

It doesn't give you more dancing lights. Dancing Lights is a level 0 spell. Kitsune Star Gem I only lets you renew uses of level 1 spells. Otherwise we could spend PP on Kitsune Star Gem I and then spend gold to upgrade them to Star Gem II...

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Can a Tinkerer's Arbiter Inevitable still use Electrical Burst? It's an (ex) ability with a constitution based save that stuns itself for 24 hours...and the clockwork familiar is immune to stunning.

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Playing and GMing for online conventions can get you Boons you can trade for GM Boons to change race with a complete rebuild. Pfschat.com will help get you started. Wish I had more help.

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AA2 is going to be an exciting update.

I'm also super excited to see the Catfolk material from Advanced Race Guide being reviewed. I am kind of sad I won't be able to play my catfolk in a game we are running on Labor Day...

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Very cool! Even at higher levels, this can and I'm sure will save many, many PCs. Makes you wonder how many PCs Tonya will have saved with this post...

I'm kind of glad my -1 only has 3 XP now, given how much more useful these are at lower levels!

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Monk probably has the easiest time fitting in, given its Ki-powers have always been a little parasitic (i.e. no other system really plays with them). Kineticist is the same, but it would probably overlap too much with the Solarion in terms of feel. Monk does something no other class does, but it'd fit much better as an archetype (operative for cmb monks, soldier for damage monks, mystic for ki monks, etc...).

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I don't want to criticize the product itself and give it a low-rating because of what could have been a bad GM...

Spoiler:
So I got to play in this at a table of six and was kind of disappointed when I found myself having to sit and watch everyone else do stuff during the encounter teased by the cover, as the GM said only five PCs can participate. I don't think the GM prepared the module correctly, but between that, three people at my table playing pregens they couldn't pilot and the last three encounters being "called" before we were even done rolling initiative, this was the worst multi-table experience I've ever had.

The first half of it was great. The second half blew chunks. And I was playing an almost entirely combat-focused character, so given the first half is skill-based, something is off.

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Feather Token (tree) is one of the strongest, most versatile items in Pathfinder. Whether its blocking an enemy from following the party, getting a higher vantage point, supplying a makeshift bridge or launching an enemy into the air, the tree can change entire encounters and is useful from level 1 to level 11. It also gets really funny in Subjective Directional Gravity.

A scroll of Detect Psychic Significance can save the party. Trying to find a relic really fast? Not sure if the relic you have is a fake or not? Not all important plot-items are magic.

Kitsune should consider spending a couple prestige points on Kitsune Star Gems (I). Even if you can't use spell-like abilities, non-kitsune can use them with a Use Magic Device check. Many classes (mostly with Domains) and feats grant really useful spell-like abilities. The best tend to be those that function "as" spell-like abilities. That being said, it's just a super useful and flavorful item and I try to pick up at least one or two, just in case.

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My hacker used their phone in one session to try to lure out a monster. Just turned on the alarm, set it for thirty seconds, and slid it into the dark warehouse.

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So much fun at Gencon!

Nyahaha:

My Catfolk student of my Seeker and converted Paladin of Ranginori is the purrfect souvenier.

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If you are passionate about Grandfathering the Lore Warden, find players who usually don't post on the Paizo boards and direct them to John Compton's thread.

VOTOZ wrote:
technarken wrote:
What would happen if a large enough portion of the player base just...used old Lore Warden?
Redaction protocols would be engaged, removing them from the temporal continuity.

This is not funny! That fight traumatized me!

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Not really on topic but not worth its own thread: It is in fact legal to play, say, Iron Gods using Starfinder (Campaign Mode) and then apply the sheets to your Pathfinder Society characters. You can even do it core!

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I agree that many rules issues are too specific to bother Campaign Leadership with. But when there is literally no way to use an Additional Resource approved feat, race, class or item as written, there is a problem. For example: Gun Twirling.

That being said, Campaign Leadership has responded to and dealt with the most egregious of issues better than in any other organized play I've been a part of and I love how PFS is organized. I really don't have a major complaint here about how things are done!

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Pink Dragon wrote:
In my opinion, the Pathfinder rule set is now at the point where the number of additional rules has created enough lack of clarity and potentially unbalancing interactions that it is prohibitively costly from a time perspective for campaign leadership to clarify anything except the most egregiously unbalancing problems. I am quite happy to let individual GMs make rulings as they see fit. Players who want to build characters in the gray zone will need to accept table variation.

I'm still firmly in the camp of "if I paid to buy the book [after AR was updated], I deserve to use the character options from it."

That being said, the problems I encounter most often usually involve "Core plus one" or only using the first two years of published books. The idea that the only characters that encounter table variation are those using seventeen sources, most of which were printed in the last couple of years is...just not true.

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Precise calls are important to me, as a player, because I know rebuilds are expensive detriments to a character's wealth, prestige, and boons.

For example, right now I'm trying to figure out how a Rogarou's Change Shape ability functions. If it's indefinite, I can play a puppy spiritualist whose phantom was his master. The entire character concept is utterly crushed if I sit down and a GM tells me that the duration of the ability is 1 minute per level. While it is very clear to me that the ability is indefinite, I like to have something I can link to a GM beforehand: in my experience, most GM's don't want to nerf you. They just want something in writing to show the others at the table in case someone gets salty.

That being said, I keep a collection of characters around the same level in case a GM decides that my character shouldn't be allowed. It has only happened once, but it made the GM feel awkward no matter how much I told them I didn't mind (and I didn't). So having campaign leadership explain something does help alleviate that.

Believe it or not, I don't actually like when a GM is bewildered with my character. I enjoy the response of "I've never seen that before", but not the call of "what weird crap are you using this week?"

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BigNorseWolf wrote:


1) Sounds unlikely. You generally can't help someone with a dayjob check unless the thing specifically helps dayjob checks. You also can't apply temp bonuses to a dayjob check.

Whether or not it's temporary is the weird part. I guess since it's "only until the Naiad gives a token to someone else, or you lose her favor", it is temporary. But it does specify "Craft".

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Dandan of Clan Dan wrote:
I'm new to all of this and didn't get to turn in any of my tokens. How does it work? Do you guys know if I can turn in my tokens another time? Thanks in advance. Any help would be appreciated.

These boons were if you were a Game Master at Gencon.

I've heard that tokens will not be redeemable at Gencon next year. Local conventions may function differently (and many of them use the token system). I am not sure.

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These are mostly campaign clarifications and, as such, should probably be posted here.

0.) We need the relevant Bestiary books to play these races, correct?

1.) Does a Naiad's token apply to Dayjob checks? Can a Naiad give a token at the end of the adventure to an ally who is using Craft for their Dayjob to give them an extra +1?

2.) I have heard the Catfolk options in Advanced Race Guide will be updated for the Additional Resources. Can we start using Rougarou and Naiad now since we have the boons?

3.) The Rougarou get Change Shape. The PRD states that Change Shape "functions as a polymorph spell...but the creature does not adjust its ability scores...unless otherwise stated, it can remain in an alternate form indefinitely." How long can a Rougarou stay in their Wolf Form? It functions as Beast Shape I, but the Change Shape entry says that these abilities while functioning as a spell, last indefinitely (unless otherwise stated, which, for this monster, it is not).

My Two Cents: The Kitsune and Skinwalker do specify indefinite...in the race books. In the Bestiary, it is not stated. So I figure it functions as the universal monster entry as indefinite.

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Be Mindful of the Iconics: The posters of the iconic down on the ground should be put under the relevant in the air. It is only ever a problem the first time you muster at Gencon and only if you can actually see the cut-outs, but it is still kind of annoying.

Update the AR to for the GM boons: This is a minor quibble and given it only affects the volunteers and not our players, this should not be a priority...but it would have been fun to have been able to use my Catfolk during Gencon. That being said, I love the boon choices this year (awoo).

I wasn't aware "token hoarding" was frowned upon. I honestly thought the ability to horde campaign coins all year and dump them at Gencon was a (small) way to incentivize us to make the drive. I was proud of my self-control, and then disappointed and embarrassed when I learned it was "wrong".

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I moved our caravan to Tuesday so we could hit Indianapolis on Wednesday to find some paths! Looks like its too late to find games via Warhorn, but with three of us I'm sure we can find enough people to start a pick up game or two. I need to GM to get my second star before Gencon Day 1!

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PC Impacted: Far-Strike Monk 1/Divine Hunter Paladin 1/Lore Warden Fighter 2 (Planning on continuing lore warden, maybe one more level in monk)

My PC uses throwing axes to trip.

What Changed: Lore Warden

What's the Problem: Combat Expertise now taking up the second level bonus feat pushes all my feats back a level and not having access to combat expertise's defense actually hurts my ac given I wear light armor and have no wisdom despite my monk levels because thrown weapons have to balance strength ans dex until we can purchase a belt of hurling at level 8... And I needed 13 int for combat expertise.

What I'd Like to See if I were talking to a home game GM? Grandfather the or give us a trait that functions as combat expertise for the prerequisite of a single improved line similiar to the trait that functions as iron will for obtain familiar... Or give the new lore warden their 2nd level combat feat now that a dip doesn't give you "complete" combat expertise... Or give lore warden combat expertise at level 2 instead of the awkward delay.

I'm aware that none of these fixes are going to or even necessarily should happen. A full rebuild would help immensely though.

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I'm running both specials tier 3-4.

I'm hoping against hope I can get a party of Kobolds together, especially for Assault on Absalom.

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Tallow wrote:

With the exception of a handful of spells that don't come into play until late in a character's career, as a GM I get a saving throw. That's largely enough for me except for players that take SAD, fears, traits, etc to such an extreme that DCs are nearly unbeatable at CR APL+4. When things end immediately except for a roll of a 1, because things are too easily maxed out that even CR APL+4 creatures are immediately made impotent, then as a GM, I don't get to make that roll.

Essentially when a player creates a situation based on build choices that takes all agency away from the GM, that isn't fun for me.

This is why so many GMs hate "Deja Vu", and why I've stopped using the spell.

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Luca Eugenio Barlassina wrote:

Kitzune: you say Golarion diseases in Italy?

Such as Lycantropia?

I mean Earth diseases suddenly being introduced to Golarion.

Airborne and vector-based earth diseases are much scarier than the diseases we know as adventurers. I understand that it'd just be tedious to randomly throw fortitude saves around peasants, so we don't make mechanics for whatever the equivalent of the flu or smallpox is, plus Remove Disease isn't a very high-level spell... but nobles and adventurers being resistant/immune isn't exactly what you should be looking for in a sudden clash of civilizations.

Plus Italy knows and would probably quickly accept magic, especially if the priests at the Vatican could suddenly use divine magic. Meanwhile, outside of a few AI in Numeria, most of Golarion is completely unaware of bacteria and viruses.

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On a personal note: If a PC wanted to buy a handfull of Necklace of Fireballs, I'd wonder how much faith they have in their parallel selves that they won't summon them just to use them as a bomb.

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The newly approved spell "Ally Across Time" needs at least one campaign clarification.

The duplicate "appears with all of the equipment you currently carry", but "cannot use any of its equipment and all its equipment disappears when the duplicate does". But the equipment is still there, and while the duplicate cannot hand the equipment over to the caster (or any other member of the party), the caster is not only free to take the equipment from his copy, but the copy cannot actually defend or otherwise prevent its equipment from being stolen in any way.

The additional actions required to retrieve the gear from your copy does limit combat abuse, but just using a copy to get the material components for spells like Raise Dead is clearly not the intention of this spell and too powerful for a 2nd level spell.

This might be covered by the Pathfinder Society FAQ that limits players from getting access to unlimited resources. A savvy GM might also rule that using the parallel world's limited resources depletes your own resources. But these are not spelled out clearly in the spell and the spell itself is rife for this sort of abuse, even with its relatively low duration.

Most other abuses, like the Parting Blast feat, can be covered by savvy GM using the line "it cannot take any other type of action". Since most action-less aid in a battle requires advance set up, such as a polymorph effect, contingency or the aforementioned Parting Blast feat, the GM need only rule that the duplicate in the parallel existence did not adequately prepare. And in some cases, a GM might even award the creative use of the spell by allowing it to function like that once, warning the player that future copies have a chance that they will not work. Thus, I think only the equipment problem needs to be addressed.

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