I once gave one of my party members the moniker 'Super Forest Hobo'. My character didn't know what a druid was, but figured that anyone who lived at the beach in a shack they'd built out of driftwood was a Hobo, and he claimed to have these weird Foresty powers that he used to fight loggers, so it just seemed to make sense.
At the time I didn't understand why they thought that was so funny...
Brian Lefebvre wrote:
It has been clarified by campaign staff here Mike's Post that all aasimars and tieflings are from human stock. So you can't have an elven aasimar, dwarf aasimar or gnome aasimar.
While this is completely true, there's nothing that keeps your character from *believing* that he is an elven Aasimar. As long as you don't try to get any mechanical benefits from it.
If someone challenges you, you can always look at them quizzically and say, "But Mommy *told* me that Daddy was an elf."
I'll second the suggestions for 'False Life' and the Patron with 'Mirror Image' (Trickery, I believe).
Consider the Prehensile Hair Hex. It lets you make touch attacks at reach, as well as being a decent attack in and of itself if you're specced that way. Healing Hex is also a nice emergency pick-me-up.
My current build is really bizarre (Half-Elf Rogue/Witch/Arcane Trickster), but if you can grab something like Laughing Touch (Eldritch Heritage/Fey Bloodline) which essentially staggers someone with no save, then you have a quick escape option from enemies who get too close.
Years ago a dm had us all make characters in secret. We were specifically told not to eachother. Everyone made a barbarian or ranger.
When I did that for my first campaign, we ended up with a NE Elven Magic-User/Thief, a LE Half-Orc Cleric/Assassin, a NE Half-Orc Fighter/Assassin, and a NG Human Ranger.
I never did that again. That poor, poor Ranger...
Marc Radle wrote:
That's my suspicion. For it's size, the Puget Sound area has rather lousy convention/hotel space. I know Norwescon is always Easter weekend for the reasons you mention.
Sara Marie wrote:
Seattle is really beautiful in the summer. There's a light rail station close to the hotel that brings you right to the heart of Downtown Seattle. Seattle also has a port that cruise ships leave from. Maybe do a short Alaskan cruise before or after the con?
Or you can even take the Clipper over to Victoria for a few days...that's what we did for my honeymoon.
One of the other threads made me realize that at the beginning of every game, each of my characters has a spiel that they give, and I thought it might be interesting to hear what other people say.
Zerazinn, my Staff Magus/Monk (Silver Crusade) asks if anyone in the party objects to Infernal Healing. (And after seeing blank faces, takes a few minutes to explain why they might object to such a thing.) Then she asks the squishiest looking person if they would like a bodyguard.
Sarkaira the Golden, my Aasimar Celestial Sorcerer (Osirian) says, "I have at my command bolts of heavenly fire. They burn the wicked and heal the righteous. Who amongst you is righteous enough to be healed?"
My Half-Orc Cleric of Naderi (Taldor) says, "My name is Lazha Heartspray, and I am an end of life counselor. Are there any circumstances under which you don't wish to be resuscitated?" After everyone says no, she adds, "In my case, if I should drown, please leave me dead. Drowning is the holiest of all deaths." To date, drowning has not been a danger.
The thing is...Warpriest is at least as silly a construction in English. :)
Like I said in an earlier post, my character cast Infernal Healing fifteen times yesterday. Fifteen is a big number. Is that too many? But it prevented a TPK several times over, and allowed us to defeat an ancient evil. How many castings does that mitigate? How about my daily obeisance to Andoletta that I performed afterwards -- how many does that absolve me of?
Here's the thing. People treat things you can measure with numbers -- such as casting [Evil] spells -- as having more standing than things we can't -- like letting innocents die. So there's a real danger that we treat minor things we can track as larger alignment infractions than major ones that we can't -- just cause we don't know how many tick marks the big ones should be.
Yesterday's PFS session was the ultimate baby-sitting mission. My level 4 LN Magus/Monk, a level 3 Paladin, another level 3 who left after 3 encounters, and 4 level 1's in their third RPG game ever. The GM was relatively inexperienced, and incorrectly had us playing the 4-5 tier.
The paladin went through 20 charges in his CLW wand. I went through 15 charges of Infernal Healing. You know it's bad when the Paladin is requesting the use of Infernal Healing (not on himself, on the newbies). Everyone lived, and we even (somehow) succeeded in our mission.
I'd really have hated to have turned evil and been taken out of play for spamming an [Evil] spell like that. The thing is, I'd have done it anyway, because that's what it means to be
The Warpriest has the ability to take a cool, but suboptimal weapon and make it viable. I know that my first inclination is to start building Warpriests of deities like Calistria (whip) or Sivanah (Bladed Scarf) so I can use weapons I'm not completely bored of.
One idea that would help raise the rogue's profile and give some build options to the new Sneak Attack classes would be to create some juicy and powerful new feats with SA as a prerequisite. Maybe some debuffing to go along with (not replace) the extra damage, maybe a chance to make some skill checks and benefit from them the way a lot of the Combat Style feats do. The Slayer and the Investigator would have some options but the Rogue would get them sooner and be better able to take advantage of them.
Agree completely. Sneak attack progression still favors the Rogue, for anything where that is important. Similarly, Rogue still makes a better multiclass/Prestige Class chassis than the others. (Ninja is plenty good, too, but can be too fiddly.)
But as a single-classed, 20-level character? Yeah, I'd have a hard time choosing a Rogue over the new characters.
The Investigator isn't Sherlock Holmes, Holmes was forensic science and reason not fantasy and magic. If anything he's Garrett from The Garrett Files. A film noir gritty detective in fantasy world... dirty fighting, alchemical tricks, and a grab bag or talents (poisonous or otherwise) fits.
I'm glad I wasn't the only one thinking of Garrett.
Is Destroying a Fellow Player's Raised Dead / Commanded Undead an action that Constitutes PVP in Society Play?
Yes, but my characters are generally playing to win big. Fame, fortune, integrity intact, everyone gets home alive, and the heroine gets the girl. Sometimes you fall short, but you have to at least try to have it all.
Ever since someone posted that the German translation of 'Warpriest' was 'Kriegspriester' I've wanted that to be the name of the class.
I mean, it's exotic, it's got the assonance going, and let's face it. Kriegspriest just sounds 150% mightier, don't you think?
Is Destroying a Fellow Player's Raised Dead / Commanded Undead an action that Constitutes PVP in Society Play?
I don't know. Thus far I've always managed to rescue the damsel, even when it's not the actual mission. You don't have to slay the dragon to do that...that's what Diplomacy is for.
Rogue Eidolon wrote:
I wonder if getting sneak attack at 2nd, 5th, 8th, 11th, 14th, 17th, and 20th might be better. That's 2d6 less overall but is actually ahead until level 6. Importantly, while it is eventualyl a nerf, it gets the first one at level 2, when the current investigator has no damage boosts over a commoner.
I like this progression, for all the reasons stated.
So at some point in her level progression, the Arcanist will get something like an at-will (or x/day) vampiric Dispel Magic? Interesting.
Hard to say much about it without seeing what sorts of things she can actually *do* with the pool, but I really like the flavor. Can't wait to see what y'all come up with for this.
First of all, I think it speaks very well of the Investigator class as written that the biggest argument about it is whether or not Poison Use fits thematically.
I actually think the best way of dealing with this might be just offering some new poisons that can function as sedatives, truth serums, etc.
We actually have these. Blue Whinnis is a sedative. Truth serum = Wisdom damage (ie lowering Will saves). That's what poisons *are* in Pathfinder.
Poison Use is several things. It is not accidentally poisoning yourself when using a poisoned weapon. It is also not accidentally poisoning yourself when applying that poison -- either to the weapon *or* to its delivery device. So if you are poisoning food, pouring chloroform onto a handkerchief, or setting a poison needle trap, the GM is perfectly within their rights to have you make a skill check where a roll of '1' means that you have poisoned yourself.
And Poison Use is also, in PFS, the ability to acquire Poison in the first place.
I maintain that Spies and Secret Agents (and evil Masterminds such as Moriarty) are also fully covered by the flavor of the Investigator, so that Poison Use fits perfectly well thematically. But YMMV.
Adam Teles wrote:
I absolutely *adore* this. Descriptors would be an awesome thing to focus on. Exactly as you said later, conceptually they're kind of a mid-point between school and bloodline, and the really cool part is that they're already inherent in the magic system. Bravo!
I just want to second each and every one of these suggestions. You saved me the trouble of typing these up myself. :)
Actually, in PFS, Poison Use is required to purchase poisons in the first place. (Unless they're on a chronicle sheet...which they almost never are.) And crafting isn't allowed. So...if you want to have poisons in your bag of tricks, you are required to have the Poison Use class feature.
As all the Rogue archetypes that have Poison Use got it by swapping out Trapfinding, there is currently a void in PFS for a character that has both Trapfinding and Poison Use.
All of which is part of why I *really* want Poison Use to stay as part of the base class.
Aberrant Templar wrote:
I think some people are getting hung up on the word 'poison'. Try using the word 'drug' instead.
Pathfinder poison isn't save or die. Any investigator that uses knockout gas, chloroform, tranquilizer darts, or truth serum is using the Pathfinder equivalent of 'poison'.
The types of investigators that I am thinking of are more like Michael Westen, MacGyver, or the Impossible Missions group.
This is almost exactly what I was going to say. I like the Shaman, but would like to see it have more Witch. Either add some select Witch Hexes to the ones that can be chosen, and/or add some Patron flavored Spirits. I also *strongly* agree the Shaman needs the Druid spell list.
I love the Investigator. A solid majority of my characters are Rogue/Arcane Casters. This does absolutely everything I look for from a Rogue, and then they added all of the things I like about the Alchemist, and none of the things I hate.
I like Poison Use, and thinks it fits thematically, but would not be upset if it were changed to require spending a Talent to get. An archetype would be a bit much, though, especially since its likely I'll hate whatever it's bundled with. :) Remember that Poison is expensive, situational, and really only good at low levels (which is the point where the Investigator apparently needs the most combat help).
Could an Investigator 6 who acquired access to Mage Hand (via, say Minor Magic Rogue Talent) qualify for Arcane Trickster? I don't play enough Alchemists to know if extracts count as spells for that purpose, especially in light of the SLA ruling.
Speaking of the bonus feats, is there a reason that they cant be used for the bonus feats associated with your bloodline? That would add a bit more flexibility to the class and make their feat selection seem a bit less like any other wizard.
I knew there was something I'd forgotten in my other suggestions.
I really like the look of the arcanist -- it's a class I can see myself playing fairly often.
A couple of suggestions though:
I'd rather have the Bloodline Arcana than such a limited use of Bloodline Powers. It also seems more in flavor with the prepared/spontaneous crossover.
As someone else suggested, I like the idea of one Vancian slot per level specifically for a spell of the arcanists specialty school.
There was a great interview with Mike Selinker a month or so ago (at Quarter to Three: here) where he admitted that the biggest mistake they made with the card game was underestimating how quickly players would blow through the content. I never doubted that they would switch to a monthly release for the second AP (even though bimonthly is better for me personally).
Matthew Downie wrote:
There are a number of excellent domains. Travel. Liberation. Madness. Trickery. Not everyone wants to be a Pharasma worshipper who goes around poking enemies to remove their move actions at the cost of a standard action.
No, not Pharasma. Naderi. Then you can *also* take the Charm domain with its Dazing Touch that dazes them for a round with no save. Then they get no actions.
Or, since that's redundant, the Love Subdomain which requires a Will save from an attacker before they can target you.
Wait, which was the better domain again?
That said what I really want is a Trickster base class! While I can portmaneu a Rogue/Magus multiclass into a Beguiler sort of character, it requires alot of system mastery and character optimization to be effective. A base class trickster would allow more flexibility.
Agree *completely*. My favorite characters are always some variety of Rogue/Arcane Caster. I was quite disappointed to see nothing that covered that niche.
Having said that, I'm very excited about several of these classes, primarily Shaman, Hunter, and Investigator. I'm also intrigued by the Brawler, Swashbuckler, Warpriest, and Slayer.
If these are classes does that mean if you like one part more you could take levels in that class. Like an investigator (a mix of alchemist and rogue) take levels in ninja? Or would this not work.
Jason Buhlman wrote:
As Ninja is an alternate class of Rogue, which means that a Rogue cannot take levels of Ninja, or vice versa, I think that would extend to an Investigator being unable to take levels of Ninja.
I go through them ahead of time and weed out the ones where I believe the Faction Leader is displaying signs of omniscience that would harm the session (like asking the player to do something at a location that the no one could possibly know that they are going, because it involves investigatory work they haven't done yet) -- and then offer the remaining faction missions to any player that wants them, telling them that they don't have to do them, and will receive no reward for them.
Most old players want the faction missions. Most new players don't.
I've had a couple of situations where I have sat at a table with competent-but-uninspired GMs, where the session was 'meh' but I could tell that there was a potentially really good scenario peeking through that wasn't really getting its due. I then mark those down on my 'I should GM that someday' list. (Which is something I seldom do if I play through a *great* session with a *great* GM -- if I feel like any game I run will be worse than what I experienced as a player, there's not much incentive for me to GM it.)
Which is different than having an actively *bad* GM run a great scenario -- a truly bad GM can ruin anything.
As far as what class to take first, decide what you'll have the most levels in, and take that first. RAW states that your Favored Class bonus is determined by your level 1 class, so you'll get the bigger benefit by doing it that way.
I don't believe that's true. You have to *choose* your Favored Class at first level, but it doesn't have to be the same as the actual class that you take at first level.
June Soler wrote:
Perhaps I misunderstood your suggestion. Did you mean one of *each* uncommon race? Or one character of all uncommon races total? I read your suggestion as the latter. I currently only have one aasimar (and don't plan on any others), but I might want to make a tiefling sometime in the next few years.
Found it. This is an earlier thread on the subject, and this post is quoting James Jacobs.
RAW: No, it doesn't. You have to add the caster levels in the *least* advantageous order. There's a quote around here somewhere from one of the devs that states that.
Personally, that's not how I would rule it -- I would allow them to stack in the *most* advantageous combination. But that's not how the ruling went.
June Soler wrote:
Uncommon race: Aasimar/Tengu/Tiefling/Elemental-kin; with a limit of 1 per player unless you received a race boon from a different source.
(Not really picking on you -- this was just the easiest instance of this idea to quote.)
I don't like this idea at all, because it seems way more restrictive to me than what we have now. At least in my region, most people have multiple active characters at a time -- which makes it easier to have the right character for a given tier or faction. And if they do any amount of GMing -- they have even more. I expect any given character to be active for two or three years -- which is an awful lot of time to block your ability to make a second non-core character.
Which doesn't even bring up how you would try to enforce it. How is a GM supposed to know what other characters a player has?
I think the only viable ways to have limitations are by Boon Chronicle sheet, or by Date of first Chronicle -- anything else is going to be impossible to verify at the table.
Good luck with everything!
I don't believe I've had the pleasure of meeting you, but I've been the beneficiary of PFS expansion in Western Michigan over the last year, so thanks for all your hard work and everything you've accomplished.
I've been wanting to play a Sky Druid since the ARG came out. Similarly, my youngest is dying to play a Water Singer Bard. So I'd love to see the elemental races opened up.
I'd never thought of rotating exotic races out, but I'm intrigued by the thought -- done well (with plenty of notice before hand) I think it's a great idea. I do actually prefer Core races and race-restricted games.
Other races I would like to play: Fetchling, Changeling, Android, and Skinwalker.
I don't like con boons -- my travel is all planned around work and family, so I don't often have a chance to attend (or have vacation time remaining). But, you know, marketing. I don't pretend to know how important they are to that.
PS: I'm 46, and have been playing RPGs for, dear lord, 34 years. Can that be right? I think it is.
Shadar Aman wrote:
It's also worth mentioning that, depending on your shipping method, that the tracking might show that it is in 'Washington state' right up until it arrives at the depot near you. This is what I have observed -- it says that it is in Washington State right up until the day it is delivered, when it suddenly shows 3 different location changes.
And this is me too. I have no doubt that they are working as hard as they can to get everything out as quickly as possible. I'm not even slightly upset...just disappointed that I don't have anything yet.
Personally, while there are probably some things they could do vis a vis giving access to PDFs earlier, I suspect that that's a fairly intense software rewrite to do it on the scale that they would need to. And I'd *rather* have them put that effort to improving the general shipping process, rather than on error handling. I have complete faith that they are making evaluations on improvements to the system...or will be next week after they get all the actual orders out. :)
I also appreciate that they can probably pour tremendous resources into increasing shipping efficiency...and have it be almost completely invisible from our side, in the face of rising volumes.
the Haunted Jester wrote:
I think a lot of us are still in the same situation.
Yep, me too. I suspect the Card Game and/or Pawns subscriptions, but that may just be projection.
When I'm looking for inspiration, I either look through lists of obscure deities (not necessarily for a Cleric/Inquisitor, more from the point of view of what an average worshipper would look like) or look at odd ways to enter Prestige Classes.
Put me down as another generalist. I also tend to be very gear-averse -- too much experience with GMs who steal all my stuff. So I like skills, at-will powers, and the ability to use lots of little tricks. I almost never dump stats, especially Charisma.
I also like to try and tinker with combos that I haven't seen anyone else play.
From a character background perspective, one of the things I really like about Golarion are the deities, so picking a patron deity is usually one of the most important decisions I make, even for the non-divine classes. And again, I try to look for non-standard deities, starting with the question "What kind of person would worship *them*?"
My current PFS characters are:
Human Staff Magus/Flowing Monk (Andoletta)
Especially since many of us subscribers haven't had our product shipped yet...
DM Beckett wrote:
You should be using the listed alignment to interpret the writeup just as much as you use the writeup to interpret the alignment. So obviously, Arshea embodies the NG aspects of sexuality and pleasure. When you come to something like Abandon which is often, but not necessarily, Chaotic, you should assume that the Chaotic parts are not the ones being emphasized. This is the non-selfish, partner-focused, self-accepting version of abandon.
If you can't imagine that, how about this analogy: Meditation is often considered Lawful, but Korada is NG. Abandon and Meditation are very similar in this context, as both are 'heightened' states of consciousness.