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lastblacknight's page

Goblinworks Founder. Pathfinder Adventure Path, Modules, Roleplaying Game Subscriber. FullStarFullStarFullStar Pathfinder Society GM. 710 posts (714 including aliases). 13 reviews. No lists. 1 wishlist. 13 Pathfinder Society characters.


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I have used a GM-NPC on occasion; usually to fill a role (or two via mutliclass) for the party which isn't filled by the PC's. The balancing act is to ensure their relevance in the group (and not simply be a doormat) without being heavy handed.

In smaller groups sometimes a GM-NPC is necessary; you'll need a decent back-story, something with real depth (so there character is clearly defined).

Their role should simply be back-up; mechanically I let the players make their rolls; I choose their spell selection (travelling & battle list's). And they have the PC's talk tactics in-game as they get to 'know' each other.

It's never been an issue at my table; the NPC is never there to outshine a PC's and their motivations are always clear (even if they backstory is more of a slow reveal).

Another advantage is; if a PC dies there is an option of the player running the GM-NPC until a new PC character can be introduced into the story without spoiling the flow.


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Auxmaulous wrote:
isn't a majority of the people who subscribe to the AP line - the majority just puts up with this because "that's just the way it is".

Please be careful when using the word majority I am a straight, married male of european descent (which means I am blamed for everything wrong in society today).

I don't mind LGBTIQ relationships being represented in Golarion, but then I have never really been concerned where other consenting adults find their happiness, it's never impacted on my own life and I am always surprised how others are happy peer into another couples bedroom and pass judgement.

In-game: I am aware that even such a simple relationship at the table opens people to being more accepting and charitable. However, if this sort of relationship bothers your players then surely nothing is stopping you from tweaking a story to suit your own preference.

***

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Or as in my case; I used a Star to play so a table could run (hey I was there and had my sheet ready to go - no worries right?)

I played for the adjusted down credit and gold - fun was had - everything is legal etc...

...only to find out later that the Star was once-off lifetime benefit.

Would I have played? Of course - I have before and will do again

Would I have accepted credit? - heck no! I'd play for nothing..

I *had* a printed copy of the rules (it's in the pack I have for game-days along with traits, and the printed pages I use as rules references for non-core traits,feats,spells etc...)

What caught me out was the change in rules with the same version number and I found out after I had played, which meant a life benefit replay was already lost.

I also agree that rolling the rules back to Stars per season would suit me better (now I don't run PFS and have no idea of how this 'might' effect the society - I don't have that vision or responsibility - Kudos to Mike for all his hard work)

But letting a PFS get credit for running/playing more games per season I think is a good thing - probably because I am one of those GM's (Volunteers - the people who put aside their time to entertain others)..


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I don't get hung up on the sexuality of NPC's or players at the table. I enjoy trying to follow the development of a story.

I did enjoy being surprised in a scenario because my assumption was wrong, this was the same scenario that made a gay friend of mine very happy actually.

But as a rule; I don't care or ask about the sexual preference of characters or players at the table, if the subject comes up in character and allows for development of a story-line I am all for it.

I simply enjoy great stories and good company.

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...and it was also annoying finding out it was a lifetime boon after allocating them to sessions - had I known earlier (I didn't know my rules guide was beta) - I would have saved my star for special occasions or something more meaningful.

and I had to go back and apologise to some of my local GM's that I was wrong and they were in fact a one-off lifetime benefit.

Really, if you are wanting encourage GM's to run PFS games, a seasonally refreshing benefit isn't too much of issue (it's a sweetener for being a volunteer and running games for other people).
I'd be interested to know if the most vocal complainers on the boards actually had any stars themselves if they were players concerned they were missing out. The language seemed to suggest other people were getting something nice and that's not fair, rather than recognising the perk as being earned through the hard work and dedication of somebody who is helping build the community.

/resurrect


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Biped Form is the way to go - when you take the Large evolution you will actually have decent reach (it's the only form that does retain it).

It's a cool idea; you need 'Mount' if it's going to be ridden. 'Grapple' is nice once you get up the levels - it works differently than it does for monsters so make sure you have the reference page of rules ready for the GM if he/she asks - and make sure you understand the rules yourself Summoners are a tricky class to play as they are so complicated.

Your 'riders' will should take 'ride' as skill and be aware of the combat rules from fighting on a month etc... (so many rules)

Don't worry about Climb DC's for a mount - they are rules in the Ride skill - no matter what the appearance of your Eidolon bark'y exterior etc...It is still a creature and not actually a plant/tree - the Eidolon just looks like a tree.

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LazarX wrote:
You probably had coin weight turned on. Then again, if you were a Str 5 wonder, then maybe the minus to climb was legit.

Yep, HL doesn't let you carry cash as gems (you can turn off coin weight though)

A lot of low Str characters end up with Handy Haversacks anyway... all HL does is highlight and issue which tends to get hand-waived by a lot of GM's. no biggie.

***

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redward wrote:
Would it help if someone were to write a quick guide to using Hero Lab in PFS? Things like:
  • Legality (owning Hero Lab packages vs. owning resources)
  • Noting Sources (every time you add something to your character, note the source and add it to your Background Details for future reference; how to audit what sources you're using if you haven't been doing this from the beginning)
  • Printed Sheets vs. Using the program in-game (did you print with options like Power Attack or Point-Blank Shot checked?)
  • Known bugs, inconsistencies or controversial interpretations of rules

I'd even consider making one for players and one for GMs, including auditing tips (e.g., check the adjustments tab).

It's easier to print a stat block without any in-play options ticked; and then do a second version of the same stat block with daily abilities switched on.

I copy/paste a plain stat block into a word document and add; mage armour, power attack and vital strike by hand as second attacks before printing off the full sheet.

The gear and abilities sheet is useful but sometimes lacks special abilities or a full explanation of a spell like abilities (in this case) it's useful to add a custom scroll of the spell to the PC and then when this page prints out you have a reference to hand.Also check class abilities descriptions.

Re-check figures, especially; skill ranks and abilities from traits and feats; that sometimes numbers get missed. You'll also need to manually add boons gain from chronicles. (I copy/paste them into the Journal, but this is just as a reference - you'll still need the chronicle to claim the boon in game.


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Matthew Morris wrote:

Simple rule.

Would you want your characters killed automatically with no save by a BBEG doing this?

Would you complain about GM Fiat?

If you answered yes, then it shouldn't be done.

Our party of PC's would fight him with Levitate or potions of Fly - no pits for you


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Sstrad wrote:

@lastblacknight. If I'm correct, Youtube can unshrink an item with a command word. Speaking a single word is a free action. So I was thinking that you can cast Create pit with your single action, then drop your shrink item with your move action, And Samy the command word for free.

But well, it is the first Time I play a caster And I'm not sure of this combo ^^.
I guess I Will let it go ^^

And thx for the BS explanation!

Usually (but not always) a command word is a standard action performed on your own turn.

You're welcome


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You're right! I thought keen could only be applied to a slashing weapon.


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If it's RAW - they you apply the ability to the weapon.

You could always make a keen morning-star - it doesn't the keen ability would work.


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Firstly, this isn't the first time this combo has come up.

The Pit spells don't 'disappear' when finished the bottom rises slowly the surface. Which is why a; stone-shaped covering over a pit, or water dumped inside a pit, or anything else works a bit better.

You don't magically shunt through a solid object; perhaps a strong creature could push the covering out of the way, gaseous form would allow escape perhaps, teleporting works and so does climbing/flying out.

It's a two spell combo which stops working as soon as things get too big or they fly (around 5th level). For the OP I don't get the shrinking wall bit... seems overly complicated.

Create a Pit and then use a decanter of endless water (make sure you have drowning rules and possibly volume vs. water-flow worked out). or create a rock fall on the ceiling above the pit and fill the pit with earth. (Mind you getting loot when you are finished is a bummer).

Pits Spells are great battlefield control spells providing your own guys don't accidentally fall into them. They are very situational and whilst they seem powerful initially... well you can figure it all out.


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seebs wrote:
I don't think there is a written rule with that concept of "different kind of attack" (like melee/ranged), just an understanding that if you can't use a weapon as designed, you may still be able to use the material object as an improvised weapon.

Yep, as you said, it's just just using a weapon as an abject.

The same could be said for a Crossbow - you could try and use it as a club - (I often see rifles in civil war movies being swung like clubs...) The RAW is totally Ok with PC's using weapons in different ways - the GM only needs to 'decide' what sort of damage the haft of an 'longspear' might do - I would say 1d6 (like a club). At a -4 to hit unless you have the Catch-Off Guard feat.

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I did ask Herolab to make a calculations report/output in June last year but it doesn't seem to be a priority. (They must have a function to check their own working when they are making the program themselves - all they'd need to do is make a a simple plain text export file like they do with the stat block).

The fact that you can't track calculations is annoying, my audits would be a whole lot quicker and I could add my PFS boons too. As it is after I print out my forms I have a cheat sheet with all my boons and changes I need to add.. Oh and sometimes Special abilities aren't included in the Gear and Abilities report, most of them are but you'll still need to check.

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Herolab is a tool that allows you to build characters quite quickly and accurately - they even keep up to date with FAQ rulings. (There have been errors and they get patched pretty quickly). Herolab is usually more correct than popular opinions on the boards... which can be quiet amusing or frustrating depending on your maturity.

You'll need to check the gear and abilities page and grab any source books - I'd recommend buying the PDF and printing off the page for reference. (So HL isn't cheap).

But I do think Herolab is good value - I use it for most PFS characters.

You will still need to go and read all the rules and understand the calculations of skills, figures, hit-point totals etc... No GM is going to run you over the coals on your first couple of games and HL will help you get sitting down at a table quicker - make sure you tick the box Pathfinder Society Play Character in the 'Configure your Hero' box (Crtl+K).

If you are going to a PFS game, email the organiser and see if you can arrive early and run through your character build before the game starts or after the session finishes.

Welcome to PFS!

***

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or just be a Summoner and make your own mount (mine just hit 16.2 in PFS).

I don't know what 'optimal' is for you - but I have enjoyed my PC's progress.


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Using any item, or part of an item as a weapon or to attack someone else, is using the object as an improvised weapon - it doesn't matter if it's not fit for purpose.

Don't expect to get the benefits of the magical part of the weapon (as it's been called out by rules specifically before - I don't have the inclination to pull up the reference).

So take the penalty and club the with the half of your spear etc - it won't be effective - and I wouldn't suggest you threaten at 5ft with the haft or butt. My suggestion would be that it's an; either or situation. either you attack with the pointy bit at 10ft or you take the penalty and use the butt at 5ft. There isn't any short haft feat in pathfinder unfortunately.

But you could also take the feat Catch Off Guard... (sits back and eats popcorn).


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Zhayne wrote:
More to the point, alignment restrictions and behavioural limitations don't even work as a balancing mechanism, because they are arbitrary and subjective.

The Laws they abide to are in fact; laid down by the god they follow. They are restrictive but not subjective in the slightest (The Law or Code they follow isn't their own - it's their faith's).

The Paladin (or any Lawful Good character then carry this faith with them into dark places; they are meant to represent the best values of their faith. That's the balance.

It does take a certain amount of maturity of a player to get the obvious mechanical benefits balanced right with the restrictions. Which is why once a week we see the always amusing threads 'OMG Paladins are so overpowered' or 'Alignment sux, cause it's takes away nice toys and my table objects when I play like a spoiled prat'.

So no, arbitrary (random or personal whim) and subjective (influenced by personal feelings) don't even enter into a Paladin choice. They have a code or an ideal that they strive for; each and every day, combat and every action. Heavy stuff I know, but that 's what you get.

***

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There are pages in OOTS (sorry no links) where Roy is reduced to a sponge unable to carry his own weight (and suffers the use of charcoal).

I thought strength draining knights in full armour only to watch them collapse under their own weight was tradition.

It's usually pretty funny - if you're not the knight in question)

***

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Andrew Christian wrote:
Pirate Rob wrote:
Uh oh, I've been telling people for years that the strength damage doesn't drop their carrying capacity.
It doesn't.

reference please.

That doesn't make any sort of sense. When is current Strength not Strength?

If you are physically weakened - i.e your PC has a Str score of 2 why would you think that doesn't effect the load you can carry?

This means I can give my Unseen Servant a masterwork backpack with 250 pounds and have it carry it for me... Cause it's not using it's strength?


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colemcm wrote:
"... Killing people is never a good act. It may be a necessary act, but it's never good. Good is for the benefit of all, including evil people. When an evil person causes harm and refuses to turn away from his course of action, that's when the good person must act against them. Killing is the last resort, even if it's the best option.

What I can see here (and through so many post's in the threads) is a lack of consequences for one's actions.

If a person started hacking down people/locals at random (simply because they detected evil) then they would be locked and possibly executed for their crime.

a Lawful Good PC's follows his own Law, that is carried with him/her - and not necessarily the Law of the land (what if slavery or cannibalism is acceptable in the country you are currently travelling through?).

Issues arise in groups that aren't' experienced with Paladins but have opinions or ideas about how someone else's PC should be played (that said; some maturity is required to play a Paladin, it can be a demanding class, and not everyone I have met has got the balance right).

Which is why in PFS no-one at the table know's I play a Paladin (except the GM). The PC is simply a 'Holy Fighter'and I haven't had a single issue... that way I get to role-play my own PC without suggestions/hindrance from the table.


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At 'our' table we have a rule - we go with the GM ruling at the time and then take it offline come back next week with the solid or 'house rule'. (IF is can't sorted in a couple of minutes.

But it sounds like you have approached the player but I would also talk to the rest of the table individually (or email) and consider their feedback. - Don't offer your opinion when getting their's.


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My tables and I really like some of the 'out there' elements in AP's.

We enjoy being; stretched, entertained and blind-sided. I/we have been horrified by Nick Logue, out-flanked by Matt Goodall, stretched in Bonekeep, and enjoyed the randomness of PFS.

We like not always being able to predict the future, we build PC's that we hope are flexible enough to deal anything on the table.

But @SnowCrash if your group isn't into the turns and twists - then take them out, it's your AP too. It's not hard to do but next time please use a spoiler tag to you don't give away the cool surprises for the rest of us.

Happy gaming!

***

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nosig wrote:
lastblacknight wrote:
As soon as we get a ruling on 'where' and Eidolon goes we start to lose...

I do not understand your last line.

I am less happy leaving it a judges call - I don't like rules that change from table to table, or from scenario to scenario (for the same judge) or from encounter to encounter (with a judge saying "it works like XXX this time, not like last time"...

when I sit down at a table, I would like to know what my PC can do - and not have that change from minute to minute at whim....

The rules on Summoning and Banishing an Eidolon are deliberately vague - they mention a 'home plane' which thankfully allows for some flexibility.

If you actually define the location of the home plane; then the flexibility is lost as more is defined. i.e. If Eidolons came from the Plane of Shadow then one might start to make assumptions. As it is the Eidolon is not changing by the minute and the flexibility remains the that Eidolon is banished/summoned from any home plane (but without the added baggage and without opening the door to further abuse and complication like; "..but I am from from the plane of shadow and have these traits etc..."

***

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nosig wrote:
I have no idea of the answer to these questions ... in a home game I know how I would rule them, but in PFS? I can see asking for a FAQ...

I am happy to leave it as GM call - if swallowed person stay's on Golarion he is going to have a bad time. If he/she goes somewhere else then that's where they stay.

As soon as we get a ruling on 'where' and Eidolon goes we start to lose...

***

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not sure? but Summoners are 'broken' /sigh

a quick reading of the evolutions on the PRD shows that you are fine.

***

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Also note that whilst RPG's aren't buying cards as often a CCG's encourage players to buy their drinks and snacks from the store (rather than popping).

Use sites like Warhorn to train players to sign up for tables (this will help you manage how many GM's you are going to need - and help avoid burn out, and let the store owner know how many people you expect for extra drinks if required). If you manage the relationship with the store owner they can take advantage of the extra people coming in the store.

New players will also buy dice and possibly boxes of mini if they have them. Also remember that your number of new players may drop off as some start buying AP's and playing at home, So keep the momentum going.

Chat with your local VC about coordinating support for your area, they will be able to help.

Also with the sort of numbers of players you have coming in see if one of your mates can step up to help you out with the load - it's nice to have an extra set of eyes an hands when getting organised. (one of you can take the new players and introducing them to the system whilst the second gets the tables kicked off etc..)

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♣♠Magic♦♥ wrote:

Eidolons at later levels can take swallow whole, large size, grab, and burrow to swallow a baddy, dig underground then get dismissed and leave them there to die. :)

Just don't do it if they have good loot. ;)

You'd have to get the timing right; I guess you'd have the summoner 'ready' his standard to dismiss the Eidolon when it had buried itself.

That's hoping the poor soul wasn't taken back to whatever plane of existence goes when your Eidolion leaves the material plane.

Mind you you need to to be level 9 to select Swallow Whole and Burrow and there is a huge cost to make your Large or Huge (or go Large and use the spell).

It's a nice idea thematically... I'd just make sure you have a details ready for your GM on suffocation.

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Use your voice when doing box text.

You may only have the one accent (bad) but it can also help if you look at an NPC and give them a famous actors accent. (Osprey is an example that sticks in my mind).

But you could always try Sean Connery, Robert Deniro etc...?

The key to doing a voices isn't all down to how 'good' you are - it's the effort an energy you put into your performance.

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Flavour is cool, the other time you need to change box text is depending on how the PC's approach the situation.

Normally you walk through a door etc... and the box text describes the room from that point of view. but if they use; Gloves of Reconnaissance, Clairvoyance, or peer through a sky-light in the ceiling they may gain different information.

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Congrats! Well done.

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Thanks Brian,

The PC was a simple yet complicated build that actually hinged on the Shadow evolutions. (simple mechanically,technically and conceptually complicated).

This ruling will retire this character from PFS, and that's not an issue. I am cool with it. (I am only interested in playing legal characters - no real harm done - I will simply make him an NPC in my Reign of Winter AP).

One of the issues I raised was the fact that Mike's decision was not covered off in the FAQ or Additional Resources and I allocated a GM credit played the character then added two more levels of GM credits. All after May 2012 and Mike's ruling. Which was a bummer.

Don't worry though - this isn't an issue. I am totally ok with the ruling and if there is a way I can help get these sort of rulings into the FAQ I will.


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Hendelbolaf wrote:

Technically, no, you cannot recover a weapon corded weapon as a move action as the entry says "if you drop your weapon or are disarmed, you can recover it as a swift action, and it never moves any further away from you than an adjacent square" so it looks like it is a swift action.

Now this is one occasion where I would probably allow a move action to take the place of a swift action, but that would not be a RAW determination.

Technically? dude or dudette?...

If the an item is dropped [ or disarmed ] - paraphrasing your quote.

RAW and RAI you can draw an item to your hand using a weapon cord as a move action. (originally it was a swift, but mechanically they are better balanced now as a move).

RAW and RAI

If a PC has an item dangling on the end of Weapon Cord they can return it to their hand as a move action.


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Owly wrote:
Thanks for giving me yet another reason not to allow weapon's cords in my game.

uh huh, the PC still provokes as normal when casting a spell. They cost a bucket-load and if a non-wizard then using a Rod to cast is a full round action (meaning my above combo wouldn't work).

Also the Rod isn't a focus as such as a Holy Symbol but it is required to be held in the hand when the spell is being cast, and you can only use one meta-magic rod to effect a spell at a time - all a limited number of times per day.

by the time your PC is throwing 10d6 fireballs enemies are ignoring you due to fire resistance or spell resistance or evading your damage entirely.

oh and you have to spend 35K on a lesser quickened wand...

The PFS system is really quite balanced - even if you don't think so on paper.


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Hendelbolaf wrote:

Plus the DM could require the metamagic rod to remain in the caster's possession while casting the spell so it really could not be dropped until after the spell was cast which would preclude him from using his hands for somatic gestures and the manipulation of material components.

I would probably have to say no, it cannot be done.

Incorrect

Weapon cords can be used as a move action but as a PC has three actions a turn (standard, move and swift) they can use the standard to cast on spell, a move action to recover the other dangling rod and the swift action to cast the second quickened spell, they can now make a 5 foot step too. all legal and above board.

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Chris Mortika wrote:
There are imperfect rules, that get tweaked when the development team realize there's a problem. Let's be open and honest in return; you want a campaign where the rules never change, where legal character options are never made illegal. You are not going to be happy in this campaign, because that happens sometimes.

Perhaps, when rules are tweaked - then we can make allowances for those PC's effected? (retraining is fine, but it costs PP and gold and isn't the players fault - they didn't change the rule).

It's fine to change the rules as needed, we just need to allow the time for people to get use to the change and respect the effect this change might effect them in ways we didn't expect.

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I think we can recognise when rules do change that this doesn't happen in a vacuum. People emotionally invest in their PC (it's a bummer when they die or fail to perform in-game) and you have to expect some blowback to these inevitable changes.

That said; even though one of my PC's was nerfed a couple of days back (yep the whole build is now invalid). The retraining rules gave one of my first PC's a lease of life; I could retrain some new feats made available in the last couple of years. So with the rules shifting I still figure I am out ahead.

Is there way we can flag a board ruling for the Dev's so it can be added to the FAQ? I mean a relevant post by Mike or John - I have been marking it FAQ but some have been missed. I got caught out by a buried post from May 2012 and it would have saved the disappointment beacuse I actually download the Additional Resources and checked the FAQ for the relevant book.

I am happy to put up my hand to help flag these rulings to be added.

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YogoZuno wrote:
And the reason is, PFS is built around the idea of making a choice, and then living with the consequences of that choice.

We also need to recognise that a build that was legal two days ago, now isn't. (mine, not crane wing - yes the change still twinges..)

It would help if the change [back to Crane Wing] that doesn't penalise the player in question who may have spent money but who has also invested time in the PC. To re-build his character it may cost extra PP and gold depending on a complicated build.

The trick for PFS is retain the flexibility in the rebuild/retraining rules without it being abused. That's kinda tough if we take a sample of comments from the boards. (But we are a diverse bunch that all play for difference reasons and needs). ...and apparently how rebuild rules effected other games.


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meh, the same comment was made about wizards casting spells when using a staff (2-handed) the assumption being that the staff was 'held' in one hand for the spell to be cast.

In this situation; you could have the rods attached to weapon cords, hold one cast the spell with the other hand, recover the second rod as a move action and cast the quickened spell...

and let's avoid using words like 'cheating'.

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Avatar-1 wrote:
We need one to illustrate the point, because it certainly does sound miniscule (even though we know under certain circumstances it's not).

Sounding 'minuscule' is your opinion..

People emotionally connect with the PC's they create and it's frustrating when the rules change (now change is inevitable and needed). But people are allowed to be frustrated (then pull themselves back together and then move on). A Chain of feats, can also effect level dips etc...

So one of my PC's was made illegal by a board ruling last week, this meant a race boon I traded and built an entire character concept around was over - and not because it was a combo or optimised. Just a ruling and the Shadow form evolution. Now this annoyed me, I bought the book required for the evolutions, I already had invested the advanced race guide and the advanced players guide. (Now the ruling is cool - I don't have any issues in general, but I do object to now having to pay gold and PP as a result to get back to legal when it was legal up until that ruling (checking FAQ and Additional Resources).

The thing we need to understand is we play in an organised campaign, and the effort it takes to manage such a diverse group of people must be huge. There must be a constant balancing act between various groups and business needs (and I don't have a enough of the picture to make an informed view).

The retraining rules have been great for my older characters who now have access to the newly released content of the last couple of years, the great thing is that whilst the rules of PFS shift slightly ever-so-often they are always moving forward to make a better game and help the community. Just sometimes I get a twinge when it effects me, also because people identify with these characters it matters more to them.

Just imagine for a moment that one of your highest characters had one of it's foundation feats changed - how would you feel?

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also there are some threads on the boards that have plenty of suggestions about what you might like to buy for starting equipment and helpful uses of common items.

And it's a good idea to come to the game early (send an email to the game organiser if you can) and sort out your character. You can find miniatures online, there is possibly a painting group at your friendly local gaming store (check their website) but ask the gm who is running if they might let you borrow a mini for the game.

Oh, and grab some snacks and a bottle of water too - a game can take 4-5 hours, it's good to be organised.

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YogoZuno wrote:
Considering there are now actual retraining options, I can't see how anyone can complain about not having any way of fixing a feat they now consider dead weight...

I think the point Fin is making is that whilst it's great we now have this option. (The fact it costs PP to change what would have been a legal build to a new legal build). This impacts on builds that rely on feat chains; where the feat taken required other sacrifices earlier in the build. I understand Fin's frustration.

I am currently rebuilding an entire character who is now illegal after a developer post last week. The issue for me; I was careful building two PC's; I checked the FAQ and Additional Resources pages only to find out I missed a ruling that was buried mid-thread from may 2012. It would have been helpful that this ruling was included in the FAQ as I think it's reasonable to be able to find all the rulings in one place (and not just searchable by book, but by the ability, feat or ability ...

I don't think it's a matter of professionalism - Paizo is a great bunch of people making really good products.

Perhaps it's something as a community that we could do better, some in the past have started threads to record these changes

(I'd be happy to help).

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N N 959 wrote:
lastblacknight wrote:
Umm I would say no to Taking 10 on disarming a trap as you are threatened by the trap itself.
Technically you aren't threatened by the trap at all. You can sit next to the trap all day long and it will not harm you. A trap does not threaten.

Incorrect

So whilst sitting next to, or observing the trap is fine (nothing is happening, the trap hasn't gone off for a thousand years etc..)

But Disarming a Trap, involves manipulating it. If you want to unlock a door you have to insert the picks or key. Your PC is now playing with the trigger of a device and hoping it doesn't go off.

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Umm I would say no to Taking 10 on disarming a trap as you are threatened by the trap itself.

Disarming a trap (or a bomb) should never be routine...

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Nice

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Wow, Thanks to you both - so for use in PFS it's a no to those evolutions unless your PC is a Fetchling.

If you have no objection John I will be using your post to rebuild/reassign GM credits on one PC (as it's not legal) The second PC I can change without any issue.

It's a bit disappointing as I always try an set a good example when putting character together. I am glad I asked the questions though.

edit: I have also flagged this for FAQ as when I checked through FAQ's when creating both these PC's this ruling wasn't included.

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It's ok if you don't know the answer or if you don't own the ARG to check for yourself.

But some feats, spells, traits and abilities are called out as being only allowed for specific races. These two evolutions arent'

also a rules-lawyer wont ask the devs or Mike to explain or lock-down a ruling.

They will instead use the loophole or edge-case like a zero-day exploit for their own benefit.

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And the question is; Are they racial? I have read the Additional resources and have my copy of the ARG open in front of me

It's no question they appear under the Fetchling entry, but are in fact specifically called out as being available to all and therefore clearly not fetchling racial evolutions but rather new evolutions introduced into PFS in the fetchling entry in the ARG.

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Are the Shadow Blend and Shadow Form 'racial' evolutions?

They can be found on page 111 of the ARG under the heading

New Evolutions
The following evolutions are available to all summoners.

(my bolding for emphasis)

now the evolutions entry is under the Fetchling entry in the ARG, but is called out specifically as being available to to all, whilst other feats, items are noted as being fetchling specific.

Is a copy of the page required for PFS as per usual for a normal summoner to use - these evolutions are meant for all to take in the ARG as the book clearly say's 'available to all summoners.'

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