Andy Brown's page

Organized Play Member. 844 posts (1,075 including aliases). No reviews. No lists. 1 wishlist. 22 Organized Play characters. 4 aliases.


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Andy Brown wrote:

Bug Report: Wrong email address transferred to new store.

I changed my account email back in January, for various reasons I failed to shut down the old domain so I've still got access to both.

Attempting a password reset using the current email address (which I can successfully use to log in to the forums & old digital content), I don't get a reset email (nothing at all from paizo in the email server logs.

I've now tried a password reset for the old email address and got an email.

From this I'd guess that the new store has been set up with data bsaed only on purchases, and doesn't recognise the new email address, while it does recognise the last email address I used to buy something (its been a while)

I've now been able to sign in with the old email address, and change it to the new one.

As a passing comment, industry standards have moved on from forcing passwords to require all of upper & lower case, numbers and special symbols, because requiring this reduces the number of possible passwords, making them easier to crack. Even Microsoft have stopped doing it


Kilraq Starlight wrote:
It isn't working for me. I am not receiving the reset password. :(

Have you changed email address since you last bought anything?

I didn't get anything with my current address, but did with my old one


Bug Report: Wrong email address transferred to new store.

I changed my account email back in January, for various reasons I failed to shut down the old domain so I've still got access to both.

Attempting a password reset using the current email address (which I can successfully use to log in to the forums & old digital content), I don't get a reset email (nothing at all from paizo in the email server logs.

I've now tried a password reset for the old email address and got an email.

From this I'd guess that the new store has been set up with data bsaed only on purchases, and doesn't recognise the new email address, while it does recognise the last email address I used to buy something (its been a while)


I grok do u wrote:
Dwarf (Advanced Class Guide pg. 69): Add 1/4 to the swashbuckler’s effective class level to determine the extra damage she deals because of the precise strike deed when wielding a light pick or a heavy pick.

How much extra damage do you get with a guitar pick?


Pyrius_42 wrote:
just imagine a semi-auto pistol holding a 100 shot drum magazine if no limits would exist

Like this one?


Belafon wrote:
Andy Brown wrote:
Belafon wrote:

-A DC 10 Ride check (free action) means it will act as you want it to, including its movement and attacks. Failure means you cannot take actions and spend your round controlling it instead (though it still moves and attacks as you command).

-You also need to make a separate DC 5 Ride check to guide with knees. If you fail you have to use one hand controlling your mount for the round (but can otherwise act normally).
And once you put a couple of points into Ride, you take 10 and forget about those checks
CRB page 86 wrote:
Taking 10: When your character is not in immediate danger or distracted, you may choose to take 10.
Combat is pretty much the definition of "being in danger." But yeah, once you get up to a +9 Ride modifier it's a handwave.

Yep, that's me working from memory and getting mixed up on how I built characters


Belafon wrote:

-A DC 10 Ride check (free action) means it will act as you want it to, including its movement and attacks. Failure means you cannot take actions and spend your round controlling it instead (though it still moves and attacks as you command).

-You also need to make a separate DC 5 Ride check to guide with knees. If you fail you have to use one hand controlling your mount for the round (but can otherwise act normally).

And once you put a couple of points into Ride, you take 10 and forget about those checks


I'd have thought the actual Ride & Handle Animal skills are clear enough.

Handle Animal's 'heel' trick to get an animal to follow you, Ride's 'control mount in combat' if you're riding it


The Shobhad text implies (to me) there may be specific rules that allow wielding with non-active hands.
The Kasatha text doesn't allow for wielding in non-active hands (unless you apply the standard "specific overrides general" rule)


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Wendy_Go wrote:
I'd rather not have rules that depend on "that's stupid, ignore it" as a mechanic.

That's kind of been the core ruling since day 1 though


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You're overthinking it.
As always, specific rules override general rules...
Equipment rule is a general rule talking about when you're wielding something
The rules for the Kasatha & Skittermanda are specific rules for that ancestry which say when you're holding something and when you're wielding something.

Also, there's nothing in the equipment rule that says you're not holding something that you're wielding.


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Ezekieru wrote:
OceanshieldwolPF 2.5 wrote:
And yet weird that Paizo haven’t mentioned anything about this…once.

They did. It was announced at both the physical panel and the pre-recorded panel that went up on YouTube for GenCon. They also shared ‪Epictellers Entertainment‬'s announcement across their various social media platforms.

So they did mention this. More than once.

Just not on their own website.

Which, you know, is perfectly normal for Paizo. Why would anybody expect things to be announced here first? (or even at the same time)


Tom Sampson wrote:
A spell written into a spellbook would indeed constitute a written version of the spell and enable the use of a Ring of Spell Knowledge. This works. The only question is why you are bothering to invest in your own spellbook when you could borrow a party member's spellbook for your ring.

From the wording of the OP, I'd guess they're not always playing with the same characters, such as with society play, so they want their own copy of the spells because they don't know in advance what's going to be available


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The Raven Black wrote:
I admit I was shocked by the ruling and the explanation. Not sure there is anything I can do but send love and hope.

Unfortunately, I wasn't even surprised by the decision, given the people in charge of this country, and the usual exclusion of trans voices from the process.


I grok do u wrote:
Andy Brown wrote:
Taja the Barbarian wrote:
So fighting in a 5' wide corridor gives cover to everyone???

A 5 foot corridor is going to restrict some weapon swings and make fighting harder.

And given that PF is a game, not a simulation, there are always going to be a few weird cases with RAW
I think Taja the Barbarian was referring to a ranged attack enfilade of a target in a corridor. With A attacking T, as opposed to B from the side.

Yeah. Out of practice and getting mixed up between melee & ranged.

For ranged, ceiling height is probably more of an issue (well, for bows anyway), but that's getting a bit too involved as well


Taja the Barbarian wrote:
So fighting in a 5' wide corridor gives cover to everyone???

A 5 foot corridor is going to restrict some weapon swings and make fighting harder.

And given that PF is a game, not a simulation, there are always going to be a few weird cases with RAW


Senko wrote:
I'm now inclined to search the breaking point of spider silk.
wikipedia wrote:
A dragline silk's tensile strength is comparable to that of high-grade alloy steel (450−2000 MPa),and about half as strong as aramid filaments, such as Twaron or Kevlar (3000 MPa).


1 person marked this as a favorite.
Karmagator wrote:
they didn't want the armed vs unarmed debate to influence the data too much.

Not sure that worked, given all the "what about unarmed?" comments


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Zaister wrote:
I wonder why is it still called a draft when it is the final version?

Probably because of that thing about updating the copyright registration number


The declaration wasn't the problem, the missed stumping, several dropped catches and too many no balls were the problems.
Should have picked a wicket keeper.


Temperans wrote:

You cast most touch spells using your hands. You hold the charge as long as you don't touch anything. If you that it is held in your body, well you cannot hold the charge because you are touching the ground, so the only way it can work is if you hold the charge in your hand.

The rules originally refered to "unarmed strike" as just a single limb, not every limb. That was changed via FAQ of Magic Fang.

This FAQ?

That's a change to Magic Fang *because* unarmed strike is the whole body, which is pretty much the opposite of what you just said


I had a lot of fun with a Corsair Fighter, semi-optimised for mobility and crit-fishing; got a lot of use out of cleave when fighting on ships


The Ranged Trip feat says "any ranged weapon at a -2 penalty", so that'd have to be applied on top of the -2 for scatter, otherwise I don't see why not


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GM DarkLightHitomi wrote:
Don't expect an AI GM to need to be too strict. I'm currently in preproduction on a game that will have a very flexible ability to run modules. The flexibility achievable just by me alone is high. I can't imagine what a big studio could achieve if they actually tried. BTW, if you want to see such a game made faster and better, I'm always looking for help.

I played a scenario once where we concentrated so hard on one little detail from the briefing that we got to 4 hours without even hitting the first scripted encounter, with the GM making stuff up on the fly and the players enjoying themselves immensely.

It's going to be a while before machine learning can duplicate that.


Freehold DM wrote:
Is Mastodon taking off? I thought it had a slight bump and then kinda petered out.

108,000 new users in the last week, apparently (now >9 million users)

There were 2 massive (10K+ new users per hour) influxes at the end of last year, so yeah it has slowed down a bit.

It's a bit harder to find your place in the fediverse at first, but it's way nicer than twitter, because of the way the server instances can control who they connect to.

For the folks in this thread, it's likely to be orders of magnitude better


1 person marked this as a favorite.
Gwenn the Koi wrote:
I just love how queer the RPG community is and it felt nice to know that I wasn't alone.

*waves* from Mastodon


Over on social media there's a discussion of the new Clue game cover image, that includes several people talking about this OGL change


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AnimatedPaper wrote:
actually, I suppose Disney would have incentive to sue Hasbro into tiny tiny pieces regardless of the actual issue at hand, so who knows.

At which point Hasbro say to Disney "here's a royalty free licence for you to keep selling your stuff", which Disney accept while Hasbro go after everybody else.

Don't expect the Mouse to do anything for the benefit of anybody else


1 person marked this as a favorite.

Totally dumb, half-asleep thought:
Wasn't there a big thing a while back about Hollywood stars playing D&D?
How could that be turned into "do you really want to be connected with this?"


Paladin of which deity?


Also, if you scroll down to Touch spells in combat section of this page

Quote:
Touching an opponent with a touch spell is considered to be an armed attack and therefore does not provoke attacks of opportunity

and

Quote:
Charge: If you don’t discharge the spell in the round when you cast the spell, you can hold the charge indefinitely. You can continue to make touch attacks round after round.

and

Quote:
Alternatively, you may make a normal unarmed attack (or an attack with a natural weapon) while holding a charge. In this case, you aren’t considered armed and you provoke attacks of opportunity as normal for the attack

So the spell attack in round 2

* does not provoke an AoO, and is a touch attack, if taken as a standard action - no extra haste attack
* does provoke an AoO (unless you have Improved Unarmed Combat or similar), and is against normal AC, if taken as part of a full round attack - extra haste attack


There's a FAQ that actually covers this, including holding a charged spell


Senko wrote:
Diego Rossi wrote:
Senko wrote:
Diego Rossi wrote:
The invisible buffer can take a 5' step after casting a
So lob a vial of glitterdust

Vial of Glitterdust?

I was thinking about alchemists and their infusions, not sure if they get that spell but it seems how you'd use it.

For an alchemist, See Invisibilty + a Smog pellet is the way to go


Hand axes aren't in the Close Weapon group, so you're not going to get the benefit of Brawler's Flurry.

A Slayer would let you grab the Ranger's Two-Weapon Combat Style as Talents, so you'd get your best combat efficiency that way, leaving other Feat selections to pick up Improved Trip, Disarm, etc.
You also get access to Rogue Talents for a whole load of different things, and more skill points (and class skills) for out of combat utility.

At low levels, Brawler's Cunning and Martial Flexibility might factor in if you're after a bigger choice of feats and more utility from swapping them around a bit.


ntgtoowc wrote:
Andy Brown wrote:
ntgtoowc wrote:
my GM's stance is that the nat 20 is an attack roll, and he knows that the parry is also an attack roll- he just says my attack roll, regardless of the result, cannot beat any nat 20.

So your parry roll is an attack roll, and a nat 20 on an attack roll is unbeatable...

What happens if you roll a nat 20 on the parry?
Since the result of your parry is what matters, a parry cannot crit- a natural 20 doesn't change the outcome. We (my GM and I) both agree on this. The issue came when I asked what happens if my result is higher than an enemy's, when said enemy rolled a natural 20. Despite my result being higher, I cannot parry a 20.

I see. I asked because of the auto-success, not the critical threat.

Personally, I'd never bother with a swashbuckler with that GM (and if this was dropped on me part-way through a game, after I'd gone swashbuckler, I'd not be happy).


ntgtoowc wrote:
my GM's stance is that the nat 20 is an attack roll, and he knows that the parry is also an attack roll- he just says my attack roll, regardless of the result, cannot beat any nat 20.

So your parry roll is an attack roll, and a nat 20 on an attack roll is unbeatable...

What happens if you roll a nat 20 on the parry?


Jaegyr wrote:

Anyone still using this to find Players?

I've moved back to the Huntingdon/Alconbury/Peterborough/Cambridge area and I was wondering if anyone is looking for Players for PathFinder or even D&D...

Let me know if anyone is still interested in making contact and building/reinforcing a Team in the area!

Slainte!

Ronan

There's still a few of us in the area, though there's not much going on (in person) at the moment


Andy Brown wrote:
Presumably the new Announcements channel will only allow staff to start threads, replacing two forums where non-staff can start threads, and therefore pushing some recent discussions to the off-topic forum where they can be more easily ignored by Paizo?

Replying to myself as I realised the General Discussion forum is still there; rest of the comment still stands though


2 people marked this as a favorite.

Presumably the new Announcements channel will only allow staff to start threads, replacing two forums where non-staff can start threads, and therefore pushing some recent discussions to the off-topic forum where they can be more easily ignored by Paizo?


Wei Ji the Learner wrote:


More that 'if certain words get flagged because they are slurs', then folks will get more creative with their slurs/subtlety.

If that makes any sense?

Any word can be a swear-word/slur given the right context (or intonation, if spoken). If words get banned, then other words will be used (history proves this) until those are also banned.

I've long held the belief that it's not the words that are the problem.


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thejeff wrote:
Someone did suggest "Suspended until X" for temporary ones, but I'd assume the notice would go away once the suspension ended.

That was later, I'm not going to use it as an escape clause


Kobold Catgirl wrote:
I'd get it if we were discussing a tag for, like, "this user has been moderated x times"

I'm going to acknowledge that I somehow got the impression that a tag for a temp ban was being suggested as well as for effectively deactivated accounts.

Reading through this thread again I can't see where anybody else mentioned that, so I'm going to assume I was reading through various things about temporary and permanent suspensions and mixed some of that in with this. That's on me.

I still think it's a bad idea and hiding the accounts would be better, but if the system makes putting up text possible and checking the suspension flag to hide the account impossible, then it's another reason to modernise (and disconnect the forums and the store)


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Caydens Designated Driver wrote:
Maybe something like removing the original posts but letting replies that don't violate ToS stay up with the banned tag on the OP being referenced ?

Problem there is that, as far as I can tell, quoting is purely a textual thing with no actual reference back to the quoted user, so adding the tag to each quote would be a manual job


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Kobold Catgirl wrote:
I think calling Andy a chud is extremely uncalled for, but I also think the comparison was enormously inappropriate to the point of being disrespectful.

Thanks for that. I'll hold my hand up and say I could have worded my disagreement in a less inflammatory way. I'm not convinced it would have stopped the pile-on for disagreeing though.

Quote:
Every single website I've ever been to labels posters who've been banned.

And places I've been have deleted the account. Different experiences, or maybe a generational change.

Quote:
How could a simple "banned" marker possibly lead to toxicity towards an unpleasant poster?

I've been around long enough to see choice of font lead to toxicity...

Kobold Catgirl in a different post wrote:
Deleting the account isn't just technically difficult and legally dubious--it has an unpleasant side effect of sweeping things under the rug.

I'll give you that as a side effect, but it's about the same as deleting offensive posts when it comes to sweeping stuff under the rug.

Quote:
More seriously, it also means the mods have to delete every single post from that user. Imagine if you got banned, and the mods had to delete every single post you'd ever made, and modify every thread you'd ever posted in to ensure it remained legible. Logistically, the labor alone makes it infeasible.

Deleting all of a user's posts should be one simple database command (alternatively it ought to be possible to use a simple command to change the text of the posts to indicate the user has been banned). Again I'm assuming stuff about the website backend which may not be true.

But you're right about it needing a horrible amount of manual work to get rid of quotes of those posts.


Tender Tendrils wrote:

Adding and indicator requires no changes to the software, just adding a label to an account which the existing forum software is very capable of doing (this already happens with people with subscriptions and mods/staff/contributors).

Hiding accounts isn't something the current software can do and would require upgrading to new software which is very expensive and time consuming.

You obviously know more about the current software than I do

Quote:
Deleting accounts would cut these people off from products they have purchased and their ability to purchase future products, which has been deemed too punitive (people are being kicked off the forums for the safety of others, not as a punishment).

I disagree with that decision too; I see it as putting company profits ahead of forum safety


2 people marked this as a favorite.

I also wouldn't put it past some people to try to get a temp ban just to pick up the marker as a badge to show how clever they are


1 person marked this as a favorite.
Cori Marie wrote:
Man, it sure seemed like I was getting through, but I guess not.

They probably can't hear you over the whistling


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Sussy_Shroom wrote:
When someone points me in the direction of something inappropriate and inflammatory, I believe them.

The problem here is that the really inappropriate stuff (and the people posting it) was removed a while back (before your first post on the boards), so it's a bit difficult to show it to you. Which is convenient for your decision to ignore the people who have been targeted by it


3 people marked this as a favorite.

I definitely think "offensive/insulting" should come back


Losonti wrote:

Other games that have surprisingly good representation for gender diversity and disabilities: Forza Horizon 5 and Halo Infinite. They don't even do the "masculine/feminine" body type thing, it's just "body type A" and "body type B." Voices aren't tied to either one, and neither are pronouns.

Prosthetics are just part of the character creation process, instead of being something you have to go digging for or unlock.

I think the only complaints I've seen about Horizon is the lack of larger body types and beards. And somebody pointing out that the full-body outfits replace prosthetic limbs with biological ones.

You also get to pick from a long list of names (again no separation by gender) to be used when your character is referenced by name (rather than just as "the superstar driver")

Now, if they'd just fix the bugs...


1/5

So I'm quite saddened by the absence of Prestigious Spellcaster as an option not being legal in PFS outside of potentially some chronicle in the future and I'd like to take some time to think about the implications of Prestigious Spellcaster as a feat.

I really enjoyed it from a mechanical perspective, since it brings life to prestige classes which normally would not see any play. Normally, taking a prestige class with caster levels missing is very bad for spellcasting classes and shouldn't even be considered... So I'd like to see what kind of shinnanigans this feat inspires.

I'd like to keep this balanced and in perspective - I'm going to post comparison characters, one obvious Prestigious Spellcaster builds with and another few which are benchmark "baseline" characters. My contention is that this feat is potentially balanced - there is a real drawback for spending 2-3 feats keeping your caster level up. It costs you metamagic feats, or 2-4 spell DCs because you don't take Spell Focus / Greater Spell Focus.

The argument isn't, "Hey, look at all these broken characters, ban them all." it's rather, that if you maximize out Prestigious Spellcaster, you really don't get anything different than any other character that you try to min-max and therefore there is nothing to be really feared by Prestigious Spellcaster in particular.

To that end, I would like to focus on things which break the game or are un-fun with the feat, or ones which could significantly disrupt play in a PFS setting.

I'm going to start the ball rolling:
Sorc 5 / Dragon Disciple 7
- Takes 3 feats to regain 2 levels of missed spellcasting.
- Spends the first round of combat turning into a nasty monster - this is a drawback, since you start functioning on turn 2 if set upon. Not great inititive either.
- With Monsterous Physique 3, can be a huge creature and in mu build does 6x +22 / 2d6+20, which is 163 dmg if all hits.
- Lots of hitpoints (148)
- 22 AC - Low, for a frontliner, but can use Mirror Image. AC 26 with Shield is still low.
- 1 skill rank per level with dumped INT. In order to get good numbers, WIS and INT were dumped. Numbers will be much worse with more reasonable stats. Character is the poster child for Multi Attribute Dependent.
- Great utility. Can't take any wizard spells which allow a save, but takes other ones, like Dispel Magic, Overland Flight and the like.
- OK saves. Not great, just OK.
- Link to this character. Character shown WITH heroism, Mage Armor and Shield applied, although Shield would likely not be applied
- Did a silly Empower Spell + Additional Traits, metamagic thing with Snowball, but it is not central to the build Perhaps there are 2 better feats which could be taken.
- Can grab a creature, then die to that same creature's full round, since grabbing creatures does not prevent them from killing you with natural attacks
- Character shown at level 12, with 123k gold buy.
https://drive.google.com/file/d/0B6Ug94GF4k-uSW9tRGdRRTA1ZFE/view?usp=shari ng
- I have the feeling that I could jostle something around and get around 65 damage with a quickened, intensified snowball - but I think the issue here is that the to-hit would be fairly bad, since the character has +1 dex mod. If the character gets engaged, it won't hit on -8.

Comparison Character:
Level 12 Warpriest:
- +23/+23/+23/+18 1d8+14 on turn 1 (swift action divine favor), which is 73 damage or so on all hits
- Turn 2, swift action Sacred Weapon on, then it's 1d8+14+2d6, which is around 100 damage on all hits
- Turn 3, Channel Vigor for +4 competence bonus to hit
- AC 28, 32 after Shield of Faith, 34 after sacred armor. Much better potential for late game armor, since he can cast spells in armor and therefore pouring money into armor is not bad. A different character who started as an archer would buy Celestial Armor.
- Can swift action summon Ankyosaurus to stun the enemy with DC 25 fort saves. Can do it again as a standard action.
- 99 hps, but can swift cast healing on himself..
- Saves: +18/+19+18, so a little better than the above.
- Since he's an archer, he does not need to be where the fighting is.
- Can Beacon of Luck as a swift actions for better saves.. Or Freedom of Movement.
- Also has 1 skill point per level.
- Character shown with 120.5k buy
https://drive.google.com/file/d/0B6Ug94GF4k-ua1MzMF9GbzB4SVk/view?usp=shari ng

Comparison Character:
Level 12 CRB Fighter Archer
- +23/+23/+23/+18/+12 (first shot is 2 arrows), at 1d8+23+2d6 vs evil. So best case 7 x 34 against some evil barbarian who I hit with all iteratives, (238 dmg, with no crits)
- Bad will save, OK other saves. Could buy some more stuff to help against Will
- No endgame against Grapples. Hopefully someone can help you out by Freedom of Movementing you
- Goes first a decent amount of the time.
- Didn't buy a Heartseeker enchant or a Cyclonic enchant, so damage is high, but ways around it abound.
- Damage is 100% walking around damage - no buffs except boots of speed, so you win inititive and the enemy is dead.
- Easy to bypass DR with clustered shots.
https://drive.google.com/file/d/0B6Ug94GF4k-uOW9OVU8wZ1hfcFE/view?usp=shari ng

Comparison Character:
Level 12 Half-Orc Blight Druid of Urgothoa:
- +22 / +17, 2d4+28+2d6 = ~ 40 (with no haste), 120 hps / rd per hit hasted
- 38 AC, which is respectable with no wild tower shield since we're two-handing a weapon.
- 111 hps, which is OK, since you've got a massive number of hps coming from divine fighting techniques
- 9 levels of spellcasting for the class
- Can glide through the ground and gets tremorsense
- Good Will and Fort, meh Reflex.
- (PFS legal) - Uses Divine Fighting to get a tons of Temp HPs by hitting people with a scythe as a huge earth elemental, sometimes from underground.
https://drive.google.com/file/d/0B6Ug94GF4k-uOVNpRS1fYmZVc28/view?usp=shari ng
- This character is a funny one, but CRB Druid is just fine and doesn't stack up entirely differently than this character... Just trying to add a little flavor. CRB just being a Lion with Pounce is pretty good, turns out.

Comparison Character:
Level 12 Alchemist (mindchemist)
- 18/18/18/13/13 with haste - as touch attacks. (before reduce person and / or Channel Vigor for +4 to hit)
- 46 AC before you Reduce Person on yourself, since Barkskin and Grand Cognotogen really boost it up there.
- 6d4 + 25 force damage per bomb, with targeted bomb admixture and the Cognotogen up - around 40 damage. Tumor familiar applies your admixture for you.
- Absolutely horrible will save, and there's nothing you can do about it.. Confusion ruins you and the rest of the party.
- 87 hps, Good reflex, fairly bad Fort and very terrible will.
- Limited resources (bombs) once you run out of Bombs, you'll be pretty useless. Good thing is that you have around 22x40 force damage per day, which is about 880, which should kill most things that need to get killed. Even more damage if you want to go fire.
- Great knowledge and lots of skills
- Shown with 122k buy.
- (unfortunately no sheet for this one, since Hero Lab won't recognize the Two Weapon Fighting and Imp Two weapon Fighting as working with Fast Bombs, despite FAQ)

Comparison Character:
- Diviner 12
- I did not do every dirty trick in existence, simply took the Foretelling school and mostly CRB items.
- Result is much the same with a CRB diviner
- Shown with ~123k buy.
- At +18 to init, goes first most of the time.
- Always acts in surprise rounds.
- Scrys on people ahead of time
- Saves are not great, but I think if I redid the character, I would not ban Enchantment because of Heroism and extend rods.
- Peristent DC 26 save on your worst save before you act.
- Backup Plan: Summon 1d4+1 Augmented Summoning creatures as a standard action. Maybe a herd of Ankylosauruses will change the fight? Haste them? Multiple DC25s to avoid being stunned?. I mean, I could also summon a Shadow Demon or a Succubus if that would help anything...
- Did not use any shinnanigans with Planar Binding that generally happens at higher levels
- Backup Backup Plan: D-Door away, think about a better plan, memorize different spells and try again later.
https://drive.google.com/file/d/0B6Ug94GF4k-uOW9OVU8wZ1hfcFE/view?usp=shari ng

Comparisons between the characters:
Regarding the Dragon Disciple: I do not think that turning into a monster on the first round of combat and then proceeding to walk up to the enemy and murder it is disruptive, nor is getting engaged by the enemy, then turning into a monster, then beating it up is disruptive... It's comparatively more disruptive to be a Divination wizard, act in the surprise round, then make them all take a DC23 save-or-lose, or Black Tentacles over the baddies. Or winning initiative and putting 100 hps of arrows into the the spellcaster, then spellcaster goes, then doing it again and the fight is done. Or in the case of the fighter, putting 230 hps of damage a round out (or if no iteratives hit, close to 160).

In a situation where you are set upon before you can buff.. If you lose initiative, you basically go after the opponent has acted twice. If you win intuitive and your opponent is ranged, you have to walk to get to them on turn 2.

The character is level 12 and does not have pounce. The silliness with turning into a 6 attack monster happens at level 10 with Prestigious Spellcaster, since it requires Monsterous Physique 3. Before that point, it is nothing super crazy.

It's worth mentioning that Prestigious Spellcaster allows A LOT more builds than just the one which I have put forth - it can create new life into prestige classes which see little or no play. So keep in mind that if I can get some people to try to create the extreme examples of what Prestigious Spellcaster will enable it should function as a sort of stress test. The more people we can try to test the Prestigious Spellcaster feat, the better we will understand if there is actually anything to fear.

If there is nothing to fear, then I think it should be allowed since I would state that the comparative value the many, many creative uses of the feat to enable cool characters that DON'T break the game outweighs the potential downsides.

I look forward to constructive comments or people trying to build some level 12 character (or really any level) which breaks the game with Prestigious Spellcaster... Or arguments about particularly disruptive uses of the feat chain. Perhaps there are aspects to this which I have not considered.


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I feel that with the magic specializations especially, they are pretty handicapped compared to other comparable classes.

If you take your spells at levels 4, 8, 12, ect that leaves you with extra talents at levels 2,6,10

This means that you functionally get 3 cool things during PFS play.

3 cool things is a lot worse than the other options that you could get.

Arcane Example:
EX: Bard vs Warlock (if you still care about the social)
OR Magus vs Warlock (if you're more combat oriented)

Bard just gets his spells and can use them in any form. Bard has mind affecting abilities, can buff the party AND has a bunch of skill points with 3/4 BAB.

By comparison, the Vigilante gets some social powers and 3 abilities that are a little better than feats.

Your best options are:
1. Concealed Casting - if I had a dime for every time I got into the 'I cast suggestion' and the GM says, 'Combat Begins, roll initiative', I would be rich. This makes it hard to argue that. I think it would be good to have a reminder of what happens when someone casts a save spell on a target from no known source - Does the target know? What does the target know? But this is a good power. It's a shame the save DC of your powers will be low.
2. Educated Defense - This is a pretty cool thing.
3. Bombs - even with less bombs per day and having to splash a level of Alchemist to get INTMOD damage, this is still a good option.

I think there needs to be a lot more on the table to justify giving up on 9 levels of spellcasting for 6 levels and 3/4 BAB. Bards beat you in the combat game by a fair margin.

Divine / Zealot Example:
Just look at a Knowledge Oracle. It's got 9 levels of magic to do whatever you wanted to do, only better.

A more linear example would be the Inquisitor - they get Domains, only they don't have to pay class resources for them. And they also have some social standing. And they have Judgements. And prolific archetypes doing whatever you wanted to do.

Let's exclude Life Bond from the discussion, since it has some potential - you could give every zealot talent for free to this class and it would be worse than an inquisitor in combat by a fair margin (Although, obviously you couldn't front load it or people would splash the class).

Last, this class's casting specializations are falling into a 3/4 BAB trap with the Arcane and Divine casters. If you're playing a spellcaster, you need INT or CHR because you cast your spells with it. You can sac the other, but will be bad at one of the better things about the class - the skill list.

If you're intending to physically interact with monsters, you will have to invest in physical stats which will make you MAD and you will need to dump something to be effective - which will most likely be INT, CHA, or WIS. Even with high STR, you have no inbuilt to-hit buffs, and you have 3/4 BAB with 6 levels of spellcasting as your only way to buff.

If you decide not to participate in smashing face with weapons, your DCs will be low like Bards. You don't get the raw number of spells to buff yourself heavily like an Oracle or Cleric would. You don't have the Inquisitor or Warpriest's side abilities to help with combat.

Since you don't get to hit abilities, you're either going to be unable to hit / deal damage in combat without buffing. When you buff, you'll end up where many classes start out which makes the 3/4 BAB pretty worthless. Which then forces you to play the buff / support game / save or die bot, which you do worse than other classes

You CAN be a very skilled character, but the issue with this is that while you can do 12 (6+INTMOD + hat + human) skills with INT as a primary stat, it's reasonable for another class to have around 8 (2+INTMOD + hat + human) and the other class may also be effective at those 8, which doesn't give you very much of a niche.

1/5

So, I'm wondering if I'm the only person here who would like to see these legalized in Pathfinder Society play - for Fighter's bonus feats only.

I know there are a lot of options. I know that some of them might be too good - although, I haven't stared at them enough to know which ones they might be.

But even if it was something like, "You have to take Combat Stamina as a Fighter Bonus Feat, and it only applies to Fighter Bonus Feats" would be really cool for Fighters and would require other classes to take a 2 level dip to do anything with Combat Stamina.

As for book-keeping, I don't think it has anything on prepared spellcasters, since you select your combat feats before you play.

I'd really like to see Fighters getting some love. It's like 22 pages of awesome content that I won't play outside a house game :-/

But we can always ban the options that turn out to be too good..

What do you guys think?


Just checking - Is the Druid Lion Shaman Archetype's Wildshape ability still broken / strictly worse than a normal Druid's since there is no Huge sized Lion to Wildshape into?


Alright, so I really want to try to make my Magus work... and I am noticing that Demons and several other common monster types are immune to shocking grasp.

Since I'm building magical lineage (shocking grasp) and my feats are stupidly tight with the Dervish build... I need a way to hold a rod and do my spellfighting... so that I can use an acid substitution rod.

I'm currently using a Bladebound Magus archetype so that I can use the +damage arcane ability AND not have to pay out of my earnings for a weapon.

But I'm wondering if you can combine the hexcrafter archetype with the Bladebound one and take the prehensile tail hex.

I'll be taking a million pearls of power to get back my Shocking Grasp... But it's going to be vexing if I don't have a way to get around reistances, since my DPR comes from melee AND spells... I get hit with Resistances and DR twice.

On the DR end I can take the Magus Arcana that lets you type your weapon as GOOD for 1 arcane point at level 12 :-/ and Versatile Weapon.

Any other thoughts of how I could accomplish the same thing easier? Tiefling isn't an option in PFS, right? I need an extra arm somehow... and I don't wanna multiclass.

1/5

I know this is a basic question... But are PFS characters allowed to purchase multiples of the same magic item?

For example.. I'd like to purchase a pretty decent number of lvl1 pearls of power for my intensified magical lineage shocking grasp based Magus. I could see a large number of them being really good... Since 4+ 10d6 shocking grasps per fight go a long way towards equalizing damage output between Magus and fighter