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Pinnacle’s flagship product is Deadlands, a horrific journey into the “Weird West.” Mysterious beings called the Reckoners have given life to monsters and magic, causing history to divert from July 4th, 1863 forward. The South has won its independence, California has shattered into a labyrinth of flooded sea-canyons, and a mysterious super-fuel called “ghost rock” has spawned as much war and strife as it has “steampunk” devices.

Players are steely-eyed gunfighters, card-slinging sorcerers called hucksters, mysterious shamans, savage braves, mad scientists, and more who battle against evil and attempt to prevent the “Reckoning”.

In ’68 the Great Quake shattered California from top to bottom, leaving a maze of windswept mesas and perilous sea channels brimming with precious ghost rock. The Rail Wars raged as Rail Barons fought to reach California’s riches first. Only one of them can lock up the Maze’s lucrative ghost rock trade, and first they have to go through Reverend Grimme and his fervent followers!

Hello Partner's! I have recently decided to move from PF/D&D for a while and switch gears for my next campaign. I have decided to run the Deadlands Plot Point Campaign The Flood! This is a great intro adventure to the weird west setting(basically the ROTRL's for Deadlands Setting), and should span roughly a year! I am looking for a few players to join the game. Game will be played Monday, Tuesday or Wednesdays at roughly 7PM EST (based on player availability). We will be playing the game on Map Tools .91 and using Dolby Axon for voice. My plan is to take the 1st Wednesday of Each month off, and play the other 3-4 Wednesdays in a month. I usually run for between 4-6 hours depending on flow and how everyone is doing.

I'm looking for players that can meet, once per week. I'd like to start the game by the end of February or so latest. Let me know if you are interested and we'll keep in touch.

Regards!


Hello! So I'm starting a game in my homebrew world and gave the players multiple story arcs to vote on. They choose to go with a Privateer campaign option that I had. It is a steampunk game, so while they start on the sea they will end in the sky. I can't go into to many details because a few of my players peruse these boards and will likely see this. I am running on a VTT so I have more computing power available than IRL game if that matters. So a few questions:

1) Which parts of Skulls & Shackles have the most relevant information on ships and ship combat? Any other must read books?

2) Do any parts of Skulls & Shackles have info on running a crew that may be useful?

3) Any good "Mass" combat rules? I doubt the combat will qualify as "Mass", but there will ultimately be enough going on with other crew members initiating their own battles.

4) This will be my first time using vehicles in a long time. I have read through the rules several times, but they seem a bit clunky. Any advice?

5) Same, except for siege engines. Any Advice?

6) Anything Else that may help?

Thanks in advance, Regards!


Hello, I just TPK'd my party in my Elder Scrolls game, and we decided to move on to my homebrew I've been working on for the last few years, Domcur. Domcur is a midlevel magic, high tech fantasy setting where steam and gears are a part of everyday life, and the gods are dead.

The world has a lot of mechanical tweaks and is a highly developed (at least in my mind) world that acts independently of the players. Magic and Psionics are both present, but capped in power, while Tech can fulfill many aspects of life. Achieving flight is rather difficult and takes planning while teleportation and the planes are non-exsistant.

There is no good or evil, instead there is Chaos, which function more like Warhammer than traditional PF. This campaign is not for everyone, but for the right player its a wonderful fit. I ran a campaign in this world a few years back and the players who came simply loved it.

Anyway looking for one player right now.

We meet every other Sunday (Starting November 9th most likely) and meet for 5-6 hours. I have to work that evening so can't go much past that.

VTT: Map Tools. I have an easy install pac I can send you on Skype.
Voice: Dolby Axon - free program to download.
Rules: Domcur.

If interested post here or PM. I can also be reached on Skype at Underableedingsun.

4/5

2 people marked this as a favorite.

So now that they've FAQ'd Pummeling Style to work as "intended"(how I thought it was intended anyway), any chance of getting Pummeling Charge back, or can monks still not have nice things?

And the FAQ is here for those who haven't seen it.


Played my Heavens Oracle Illusionist Gnome with Effortless Trickery today and a few questions came up.

1) Does maintaining concentration require line of sigh, line of effect, neither or both? We assumed both.

2) If you can maintain concentration as a swift action can you maintain another concentration spell? No one knew so I didn't use it but it'd be good to know for the future. 2 hypnotic patterns could be useful at avoiding combat.


1 person marked this as FAQ candidate.

So, the aberrant bloodrager qualified for the tumor familiar feat. You can take the valet familiar, amplified rage and levels in skald. You use raging song.

1) Does the Familiar qualify for amplified rage? He is not a half orc but does he still get the feat?
2) Would raging song activate amplified rage for the two? Why or why not?

Regards!


1 person marked this as FAQ candidate.

Can Skald take extra rage power? If not can they add more rage powers by any means?


So, we just hit level 3 and I have a lot of skill points. I took Aasimar and get 2 languages for each rank in linguistics and I'm the party face. Anyway, I'm looking for some language selection choices. GM hasn't read past book 1 yet, so didn't know off hand, except he thought Giant would be useful. He's fine with me asking for languages. Here's my current languages:

Common, Celestial, Sylvan, Dragon, Dwarven, Elven, Skald, Hallit, Aklo

So if I put a rank in linguistics I get 2, or 2 points for 4 languages. Anyone have any suggestions on top of giant?


3 people marked this as FAQ candidate. 1 person marked this as a favorite.

I was looking at the nature fang as kind of melee druid alternative and kind of playing with it, when I realized it may be a really strong caster alternative too.

The nature fang gets studied target. There is only one part I'm considering which is here The DCs of slayer class abilities against that opponent increase by 1.

So, that seems really good for a caster. But is spell casting a class ability? Based on the evangelist ruling (though that was class feature not ability) I'm leaning towards yes but I'm not sure here.


Thinking of playing one of these guys in society, even though its not that useful most the time it seems pretty cool to be the master of disguise. I always wanted to play a Lion Blade of Spy Master, but the Investigator Infiltrator seems to do it without loosing as much as those classes, and still being competent in combat.

So, I'm a little confused by some of the wording on Mimic Mastery and was hoping for some clarification.

Here is the ability in question:

Mimic Mastery

At 2nd level, when an infiltrator uses disguise self or any polymorph extracts on himself, he is treated as 2 investigator levels higher for the purpose of determining the duration of that extract's effect. He can use these extracts to take the appearance of specific individuals of the type of form he chooses, gaining a +10 to Disguise checks even if that extract does not typically grant such a bonus.

I have bolded the part I am questioning.

Does that mean he gets to choose a form type, or is it still limited by the spell type? Like can he use beast shape and appear like a specific human? What about Youthful Appearance, Alter Self and Squeeze? How do they interact with the ability.

I ask mostly because disguise self is awfully limited in its duration, and alter self is nearly worthless for infiltration with a one minute per level duration. But if he can use, say, youthful appearance that gives you some actual time to be in disguise.

And by RAW it seems he gets to choose(it doesn't mention the extract choosing) which would be cool for an infiltrator type build.


Hey! I know there was a leak for a rapier dex to damage feat, does anyone happen to have a link to it? Does anyone know what book its in and its scheduled release date? I have a build for PFS I want to do but I need that feat so I want to know what to look for. Regards.


1 person marked this as FAQ candidate.

This is probably the wrong place to post this, but I was just looking at investigator archetypes (Mastermind) and noticed this:

ACG Wrote wrote:
A mastermind can use inspiration on any Diplomacy, Intimidate, Knowledge, or skill checks without spending a use of inspiration

Bolded for emphasis. So this applies to all skill checks? Or did they leave/add a word there? I'm leaning towards the later, especially with the number of grammatical errors I've already seen but some clarification would be nice.


9 people marked this as FAQ candidate.

So...this has some odd synergy and I was wondering if anyone knows anything about it. Sorry if this has been asked.

1) So Monks and Sacred fist get wisdom to AC, one is supernatural the other is extraordinary. That means they stack as each is untyped correct?

2) If you take flurry with both classes (for some reason not stacking with an archetype that gave up flurry) do they stack? They are not parent classes, so it is ambiguous on whether or not they do. I suspect its supposed to be no, but as written it seems as if it very well may.

3) Does pummeling style work with all weapons or only unarmed strike? I believe the intent is that it doesn't, but raw it seems to ATM, which makes it really crazy! I see crit fishing TWFING with a 15-20 in one hand and a x4 in the other!

Regards!


Looking for a couple dedicated players for The Reign of Winter Adventure Path.
Game sessions are Wednesdays 7-11pm est. We will be using maptool b.87 and dolby axon for voice.

Experience using Maptools and familiarity with the Pathfinder RPG are highly encouraged by both the players and myself, as this game is not on kid mode. I will not intentionally murder your PC, but I will not avoid it either.

I would prefer if players brought something thematic to the campaign. Currently the party consists of a winter witch and a magus.

****IMPORTANT****
Players should read the Reign of Winter Player's Guide.

You can also find all the information and character creation guidelines here.

If you have questions that were not answered by the above links you may contact me through Skype at kingt3rminator and I will answer them.


Ok, so I have some siege combat coming up and have been looking over the siege engine rules. I understand how it works with aiming-reloading on full-round/move actions. Where I am at a lost is what is the action to fire a siege engine? Is it just part of the Aiming and not an action? I've read through the rules twice and done some google fu and can't find an answer to this. Thanks.


This came up in a pfs game the other day. I've never heard it before, and believe I know the answer but wanted to see what people's thoughts were.

I was casting a spell with a rod. I was playing a wizard. The GM said I couldn't do so without eschew materials. I said you could and he said that you needed gestures and manipulate components as pointed out here:

prd wrote:
To cast a spell, you must be able to speak (if the spell has a verbal component), gesture (if it has a somatic component), and manipulate the material components or focus (if any). Additionally, you must concentrate to cast a spell.

So it made me think that perhaps there may be some weight to it as you need to gesture and manipulate components. I couldn't find anything on this through google, so figured I should ask. Its the first time I've ever heard it (and I play a lot of casters) but sometimes rules elude me. I just hit 11 so trying to figure out if i need eschew materials or not:) thanks.


Had a recent vacancy in my game. Looking for a single player to join. This is an Elder Scrolls game that follows the Daggerfall plotline very closely. I have a whole set of custom rules as outlined below. If interested please post your concept or idea below, the Vital Info:

We Play on Map Tools. I use Dolby Axon for Voice.
Game starts at 9AM PST/Noon EST on every other Sunday (Next game is the 3rd and it rotates from there)
Fully Fleshed out races, birthsigns and more here: https://elder-scrolls.obsidianportal.com/wikis/character-creation
The actual storyline part of the game is here: https://daggerfall.obsidianportal.com/wikis/main-page

Elder Scrolls lore knowledge is not required but certainly a plus. It'd be highly preferable that you didn't play daggerfall, or if you did you didn't make it very far in the main plotline. I run the game at a pretty high degree of system mastery. I'm far from out to kill people, but this game is hard mode, so I expect solid builds that can hold their own.

Thanks!


Hello, we are looking for a player for our ROW game starting either the 25th or the 2nd of July. This game will be experienced on the Wonderful Map Tools (.87 for now, may update to later .90 if they get the bugs worked out). Game starts at 4:30PM PST weekly.

Please submit your application here with your character and I'll see who the GM wants to go with. I know life stuff happens but if your schedule is such that you don't think you can commit for the 12-18 months it may take to finish an AP please don't apply.

Our current party make up is:

A Winter Witch (Control + Face, possibly buffing)
A Samurai (Hammer)
A Druid (Probably caster type-considering arctic and storm archetypes)

Special consideration to those who play something thematic to the setting (ie. wintery) but all will be considered and those who fill in a needed role instead of overlapping would be great.

Our other player who had to drop because of work was playing an archer witchguard ranger.


Hey guys, know this has been hammered to death but I could've sworn there was a dev comment on this somewhere, and I can't find it.

When invisible does moving through a threatened square within 5 feet of a creature with scent provoke? while were at it what about blind sense? Does anyone have a link on this? My googlefu is weak and I can't find it. Regards!


Pretty much what the title says. Was just thinking about this today as I have a PC with an army of Ioun stones. Do they keep circling when you sleep? When you wake up and stand up would you still have they're bonuses? I know some need to attune to you for 24 hours, so I assume they do, but it seems odd as they need to orbit around your head.


I'm guessing this is the right place for this question. I've been considering starting a spelljammer campaign (fond memories and all that) and was wondering if anyone has done a conversion to 3.5 or pf already before I spend 200+ hours doing so myself? I am already aware of SpellJammer: Beyond the Moons, but its pretty incomplete and still requires a ton of leg work.

I have already done an Athas conversion (even with Athas.org it took me a ton of man hours) and I'm not really looking forward to doing one again. Thanks.


Hello. I have a friend that will be starting a reign of winter campaign in June. We are currentlyseeking 1 or 2 people to rround out the group. The gm is capping the party at 4 players. We currently have a winter witch (me) whose also specced to be the face, and an archer ranger. He has a few custom rules but he isn't quite done hammering them all out. I have a few weeks off from work so said I'd help trying to find some people.

The game will be played on map tools, and we expect you to use macros. He does play pfs, and will hand out chronicles every book if you want them. If you think you may be interested you can post here or get a hold of me on Skype at underableedingsun.


The inner sea gods guide has a lot of sla's without dc's. Unless otherwise stated the DC for sla's is 10+spell level+charisma modifier correct? And the caster level is at your HD right?

4/5

....


I'm making a winter witch that will go into the winter witch PRC for an upcoming Reign of Winter game.

My current character is posted here. I am a primary shutdown build with my secondary being the party face. We have a hard cap of 18 on starting attributes. The only other character I know for sure right now is a Ranger Archer.

Here's my current progression plan, a blank spot means its up in the air:
Level up:
H1) Misfortune
F1) Extra Hex: Cackle
H2) Evil Eye
F3) Extra Hex: Sleep
4) - -
F5) Accursed Hex
Retrain) Extra Hex Cackle to Additional Traits (should have cackle vest by here)
Magical Knack
Child of the Temple
H6) Scar
F7)
H8) Frozen Caress
F9)
H10) Ice Tomb
F11) Split Hex
H12) Numbing Chill
F13)
H14) Hoarfrost
F15)
H16)
F17)

Possible Feats: Iron Will, Improved Intiative, Great Fortitude, Spell Focus Conjuration, Augment Summoning

I currently have a few things I need to do:

1) Pick a patron. I'd like to pick shadow, but thats out, so out of the winter witch patrons which ones do you think? I know its kind of weak, but I considered winter just because it gives a few blasty spells a level earlier than I'd normally get them, and add one or two I'd never get.

2) Bonus feat. I get a bonus feat from a pretty small list, one of which is spell focus, which is what I'm leaning towards. Giving the witch spell list a look over its got a pretty solid list of conjuration, necromancy and enchantment spells. Obviously, the winter witch is slightly more geared towards blasting than a standard witch, so evocation is an option too. I was thinking of putting it into enchantment, because its a solid list, and I've never played a caster focused on enchantments, and I've played a lot of casters. Of course, the witch is already so mind effecting focused that will short change me a little on the brainless stuff. The good thing about conjuration is it opens up Augment summoning, which is always solid to have. Any suggestions & reason why?

3) Anything else you see I should consider.

Regards!


As the subject says, I'll start:

Arcanist: He seems pretty solid to me.

Bloodrager: I'd like to see HD go to D12's. I always feel like I'm teetering on deaths door with those D10's. Maybe a crossblooded archetype would be cool.

I'd also like to see the class "work" with Dragon Disciple. By my estimate it should progress rage/day and bloodline powers instead of advancing the sorcerers bloodline as written, as that sucks and a lot of that stuff doesn't stack.

Brawler: I'm not that excited about this class in general. It seems fine mechanically, I just have almost no interest in it. Not sure what they can do about that for me.

Hunter: They have got to make the AC better. Right now a Hunters AC is no match for a half-elf/aasmir Oracles FCB pet...just not even close. Since thats kind of the classes defining feature it seems pretty lame right now.

Investigator: The class I wanted to love but Paizo proves their hatred for rogues is so deep, even rogueish type characters must suck. Class needs a total makeover IMO.

Shaman: I fricking love this class. Lots of great synergy and I can't wait to see the final. Love the spell list with the additional spells too. The only thing that comes to mind for me is a Tattooed Shaman.

Skald: I also like this class. Not sure what type of archetypes would be cool. It certainly needs Bulls strength and Mass Bulls strength added to its spell list! I mean seriously guys! What an oversight!

Slayer: This class is really solid mechanically, so maybe some archetypes that make it even more roguish, so we can totally eliminate the rogue class except for dipping!

Swashbuckler: I really REALLY want to see a knife throwing archetype. A buckler and weapon one would be great too.

But what I really want to see here more than anything is a feat that allows you to get some weapon besides a scimitar Dex to damage! Seriously hate that. Ran two tables in a row for PFS with different players or characters, one everyone who used a weapon was scimitars and the next half the party did! It makes me sick! Please Paizo...I beg you...this is ridiculous!

Warpriest: Make a non-cha based archetype so I can play one with my favorite race, DWARVES! Otherwise this class seems to be one of the best in the books and is very solid.

So what would you like to see! Lets tell the Devs and hopefully they take what we say into consideration:)

4/5

I know butterfly sting is now desna only. Did they change Dervish Dance to Sarenrae only? Have a few players with it and need to see if they need to change alignments.


Do 1st level SLA's count for the DD qualification?

If so do you need more than one, or need to be able to use it more than once per day? The reason I ask is it says:

Ability to cast 1st-level arcane spells without preparation.

I was thinking of making a wizard DD, but I need to know if 1st level SLA's qualify, and if so if I need more than one. Thanks.


I'm looking for a list of improved familiars that have all the item slots. I'm looking for something to use familiar melding with (somehow this spell has escaped me) and I checked the animal archeive and all it had was bipedal (monkey). Someone else told me imps have all the item slots. Does anyone know if any other familiars have all the items slots?


My new campaign is kicking off tomorrow morning, YAY! Now I like to document my campaigns by keeping a journal log of some kind. Lately, I've been writing these, but I'm just burnt on it so I'm going to turn it over to the players.

Last time I did this I allowed everyone to write an entry, and I picked the winner. One guy from that game is playing though, and he nearly always won (he is a great writer) so decided I'll just randomly pick people, and if they don't want it go down the list until everyone gets a chance.

For doing the write up I wanted to grant a small boon. Here's what I have so far:
You will randomly (equal chance of all) gain one of the following boons for your journal write up:
1) +1 HP
2) +1 SP
3) 100 XP/character level
4) A hero point

I'm not actually using hero points, so this would be the only way to earn them. I am rather unfamiliar with them (used them as a player once in a game that lasted 3 sessions).

What do you think? Have any good ideas on choices? Do you think any of those are OP?

4/5

So, I'm running a PFS game in campaign style, i.e. the same players going through. It seems I've ran a lot of Aspis and Shadow lodge scenarios, and I'm looking for some in the higher levels I've ran to keep the story more interconnected, and keep up with common enemies. Not sure there are any but figured I'd ask. Here is what I've ran so far:
1)First Steps Part 1 1-2
2)Slave Pits Of Absalom 1-2
3)The Gods Market Gamble 1-2
4)The Quest For Perfection-Part I 1-2
5)The Quest For Perfection-Part 2 1-2
6)The Quest For Perfection-Part 3 1-2
7)Before The Dawn Part 1 3-4
8)Before The Dawn Part 2 3-4
9)Voice in the Void or The Beggars Pearl 3-4
10) Shades of Ice- Part I 4-5
11) Shades of Ice- Part 2 4-5

And here's my rough plan right now:

12) In Wraths Shadow 3-4
13) Shades of Ice- Part 3 4-5
14) City of Golden Death 4-6
13) Sniper in the Deep 5-6
14) Wonder in The Weave - Part 1 5-6
15) Wonder in The Weave - Part 2 5-6
16) Shadows Last Stand - Part 1 6-7
17) Shadows Last Stand - Part 2 6-7
21) Cult of the Ebon Destroyer 8
22) 5-9 Mission 8-9
23) 5-9 Mission 8-9
24) 5-9 Mission 8-9
25) Rats Of Red Mountain - Part 1 10-11
26) Rats Of Red Mountain - Part 2 10-11
27) Shadows Fall On Absalom 10-11
28) The Ruby Phoenix Tournament 11

If you have any good stuff to switch out current ones with that may relate to ones they've played already or will play coming up I'd like to hear them. My only problem is really one player, whose played some games, but mostly lower level stuff, I think she only has one high level character, so I should be pretty safe up there. Thanks.


I'm trying to get a feel for how these things interact if at all for a build I'm contemplating. I just have a few questions

Part 1
Bashing - Impact - Lead Blades - Spiked Shield

I know that both a shield and a spiked shield may be enchanted as a shield and a weapon, so I suspect Bashing would be compatible still with a spiked shield, and Lead Blades on top of that. Does that sound right?

I'm pretty iffy on impact adding onto all of that too, not that that would be a deal breaker by any means.

Part 2
Shield Master - Bashing

Bashing makes the shield act as +1 weapon when bashing. I would assume the bonus from Shield Master overrides Bashing?

And any other thoughts on shield fighting?


Hello, just trying to get a grasp on how these rules work together. I have a character who can pretty reliably stealth under some extreme circumstances, along with a player in a similar situation. Trying to get a better grasp on these now before they may come up. These are my thoughts,writing this to get them down and solidified, but also to make sure they are rightish:) Let me know what you think.

1) Glitterdust & Invisibility - My reading of this says that you still get the +20/40 from invisibility, but then you take a -40 to stealth. So, My character with greater invisibility, glitterdust and +40 to stealth will have a total of +20 to stealth while under both effects. Glitterdust and my score effectively cancel each other out and the +20 from invisibility kicks in. This of course assuming you are in a situation to stealth (such as hellcats, hips, concealment)

2) Faerie Fire & Invisibility - I read this as it cancels invisibility and adds a -20. So the character above would be at a straight 0 on his stealth. This seems like the worst spell for a stealth character to be hit with.

3) Faerie Fire, Darkness, HIPS, Hellcats Stealth - So obviously, faerie fire and darkness is a no go on stealth. I believe it also cancels out HIPS. But it should still work with hellcat's stealth, albeit at a -20.

4) See invisibility while stealthing & invisible - I have had a few GM's rule this against my thinking, but my belief is see invisible doesn't see you if a) you can stealth normally in the situation your in (such as HIPS in darkness) and B) your stealth score (not including invisibility) beats their perception. This could also go for invisibility purge.

I thought there was more but thats all I can think of. Any thoughts/opinions would be appreciated.


Work together or not?


I read that these no longer work together, does anyone know where the source is on this? Thanks.


8 people marked this as FAQ candidate. 1 person marked this as a favorite.

Sorry if this has been answered already, but I keep having this situation come up over and over and a new curve ball has been thrown in and I am hoping to get something official. Sorry also for the length. For your reference the errata I will be referring to is here: Go to http://paizo.com/paizo/blog/v5748dyo5ldw0?The-FAQ-That-Time-Forgot.

So this keeps coming up with Charm person as there seems to be multiple of these sorcerer caster running around who by level 6 are rocking a +9 or 10 to their charisma checks on controlling beasties, and its causing lots of upheavals.

So this was quoted at the table:

Jason Bulmahn wrote:

"Charm person makes a humanoid "friendly" to you, as per the rules found in the Diplomacy skill, but it also allows you to issue orders to the target, making an opposed Charisma check to convince the target to do something that it would not normally do. How does that work?

The charm person spell (and charm monster by extension) makes the target your friend. It will treat you kindly (although maybe not your allies) and will generally help you as long as your interests align. This is mostly in the purview of the GM. If you ask the creature to do something that it would not normally do (in relation to your friendship), that is when the opposed Charisma check comes into play. For example, if you use charm person to befriend an orc, the orc might share his grog with you and talk with you about the upcoming raid on a nearby settlement. If you asked him to help you fight some skeletons, he might very well lend a hand. If you asked him to help you till a field, however, you might need to make that check to convince him to do it.

That about wraps it up for this week. Keep those questions coming.

Jason Bulmahn
Lead Designer"

.

To which the GM said bull on that and said you still can't make someone attacks its friends. Seems legit, as I can see a first level spell thats stronger than dominate for a sorcerer and the GM waving it. So then this from further down was quoted:

Jason Bulmahn wrote:
hogarth wrote:
The charm answer didn't really clear things up for me; the example of tilling a field is still within the vague range of something a friend might do for you. How about ordering a man to murder his wife and children?

Well, the point here is that it is really up to the GM to decide what is inside and outside a creature's general willingness. Tilling a field might really depend on the creature (I dont think Orcs care much for farming), but killing loved ones is probably always going to require a check, and might not even work (the creature might take its own life instead, its not your puppet after all).

Jason Bulmahn
Lead Designer
Paizo Publishing

Ok, so the first part of reference is: but killing loved ones is probably always going to require a check, and might not even work.

Ok, seems legit, you can make it attack a friend, but it still has free will so can take its own life, or maybe even find another way out of the situation, not sure what but maybe someone clever could. Ok, but then the GM called this part out: Well, the point here is that it is really up to the GM to decide what is inside and outside a creature's general willingness.

He said that line made it so the GM could say Charm doesn't work like that in certain situations. He did say you could, command it to leave the battlefield, but not attack an ally. That seems legit, but according to what I'm reading it says "GM to decide what is inside and outside a creature's general willingness." which sounds like it is in favor of the GM deciding WHEN opposed charisma checks are used, but not what for.

Really just trying to get a handle on this. It comes up over and over in multiple games as many people have adopted this dominate character recently and I'd like to know how it work, officially, for PFS. Thank You.


So I am planning on using the new early entry rules to make a Monk (Sohei) 1/Sorcerer (Empyreal) 1/ Eldritch Knight 5/Mystery Cultist X for PFS. My main schtick is going to be using some of the cool touch spells (that casters dread using) through my fists. I have a few questions though.

First, I'm pretty sure if you cast a touch spell while you are holding a charge you loose the spell that your currently holding. I'm nearly positive I've read that before, but of course now that the ruling is relevant to me I can't find it;)

My main question is related but may have a different answer. I was planning on my main schtick being Elemental Touch found here. Now, according to how I'm interpreting it it seems that it is a personal spell where you aren't holding a charge, so I would be able to combine Elemental Touch with other touch attacks, and hold the charge with it. Does that seem right?

Any other suggestions on the character build would be appreciated too. Regards!


The semi-new (I just found out about it a month ago anyway) ruling that SLA's count as prerequisites rules, is actually one I think is pretty good. All the classes that it allows early entry into, besides possibly the bloatmage, now have other classes that do what they do better or they were suboptimal to begin with, so it makes them viable again as choices. It also adds some interesting entry paths into current PRC's, maybe not early, but allows you in with less casting focus, or a class like the arcane trickster, which you can now make a divine trickster. I like all of those options and haven't seen anything game breaking there.

What I would like to see though would be an expansion on core races SLA's. right now there are multiple ways for Tieflings and Aasimar to take advantage of these, but sadly little in the way of core races, with elves and gnomes having a few. Half-elves too, but I play a lot of PFS and Drow Magic is banned in PFS. So now, really cool concepts that I've dreamt about playing (My Mystic Theurge, which I never would have dreamed of attempting before) corner me into being an Aasimar or a Tiefling. I would like to see other races able to take advantage of this new ruling.

What do you all think?

4/5

So this has been errata'd:

Half-Elf or Half-Orc: Can a character of either of these races select human racial favored class options?

Yes. Half-elves and half-orcs may select racial favored class options, archetypes, traits, and so on, as if they were a full member of both races (a half-elf can select elf and human rules elements, a half-orc can select human and orc rules elements).

Edit 9/26/13: This is a reversal of an earlier ruling. This resolves a discrepancy between this FAQ, another APG FAQ, and a Core Rulebook FAQ.

—Pathfinder Design Team, 09/26/13

This is NOT PFS legal though by my interpretation of additional resources. Is that correct?

Grand Lodge

2 people marked this as FAQ candidate.

I am considering building a Stone Lord and have questions about the Stone Servant Special Ability.

After scouring the site there seems to be conflicting opinions on this, but I couldn't find anything official, so maybe I can get something here now.

The Ability in question is Stone Servant: At 5th level, a stonelord may call a Small earth elemental to her side, as a paladin calls her mount. This earth elemental is Lawful Good in alignment and possesses the celestial template, and it increases in size as the stonelord gains levels, becoming Medium at 8th level, Large at 11th level, Huge at 14th level, Greater at 17th level, and Elder at 20th level.

This ability replaces divine bond.

Ok, so my interpretation is that the only part of the Paladins Divine Bond that applies to the Stone Servant is the following:

Once per day, as a full-round action, a paladin may magically call her mount to her side. This ability is the equivalent of a spell of a level equal to one-third the paladin's level. The mount immediately appears adjacent to the paladin. A paladin can use this ability once per day at 5th level, and one additional time per day for every 4 levels thereafter, for a total of four times per day at 17th level.

There for, when it dies it doesn't give you all the terrible minuses, which makes sense as its so weak. What do other people think?

My next question is, if this is the case, if it dies, when do you get a new one? Can you summon one for each use of call you have? Seems very ambiguous.

Thats really it. Really interested in trying this archetype, but it really rests on this ability right now, and I want to find out more, something official would be even better. Thank you.

Grand Lodge

Hello All! So I am planning on running a Pathfinder Society(PFS) game in the style of a campaign. For those that don't know Pathfinder Society is organized play. Basically this means that you make a character, and you can play him anywhere he is of the legal level that there is a PFS game. I would like to get something going with a somewhat regular group of players, the less PFS experience the better, because that means you can play whatever I end up running on any given day.

Day: Bi-Weekly on Sundays.

Time: 2 PM EST

What: Pathfinder Society Games

Ran On: Map Toools .xx(probably .87)

Voice: Dolby Axon - Free

Rules: http://paizo.com/pathfinderSociety

Attendance: If you have stuff going on, its fine, we won't need you. If you miss too many games though you may fall too far behind and not be able to carry on with the party.

If this sounds like something you may be interested in let me know. Adios!

Grand Lodge 4/5

Short notice, so I don't know if anything will happen but going to try and run this.

Map Tools .87
Google Hangouts for voice

1. Vincent playing Cerise, half-elf witch 6
2. Morten Fighter or Ranger/rogue both 5-6
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Grand Lodge

I'm about 20% through my current campaign, which is a D100 Fallout campaign. Its going great and I love it, I'm really impressed with how well the system works, at least with the numerous changes I've made. You really should check it out sometime Here. Its really a blast and a good step back from Pathfinder. Anyway, that's just to stroke my ego, you can favorite it too if you really want to make me feel good.

Anyway, that's not what this post is about. I have finished programming the entire campaign into map tools(I pretty much run exclusively online), and am contemplating what to do with my next campaign. I have had several ideas and was looking for peoples thoughts and feelings. I won't be running it for quite some time (probably several months to a year while I run this campaign) but I like to plan ahead and get everything going, and it takes some time to program a game into map tools, so I can at least get that started. So here are my current thoughts.

1) An Elder Scrolls PF game. There is a lot to choose from for this game. I'm not really sure what event I would focus around. Certainly not anything from Morrowind or later, but perhaps a Daggerfall centered game as most players haven't ever played it, and even fewer have made significant headway into the storyline. Of course I'd be open to other event periods, but my Tamriel lore isn't as good as it was when I was younger, and am not sure which historic event I'd like to focus on. Any thoughts/suggestions? Would you enjoy a game like that?

2) For any who remember, the Quest For Glory series, I've always wanted to run an RP off of that. I actually ran a solo campaign for a buddy and we made it all the way through the 2nd game by the end of Summer. Unfortunately it never got picked back up and that person now lives very far from me, so its not feasible to try and make progress in a summer run. Its a great series though, and has a lot of neat RP potential. If you know the series what do you think? Is its something you'd consider?

3) Way Of The Wicked. I've seriously considered running this, but the last AP I ran(Carrion Crown) I got burnt out about half way through. I like to generally have a basis I'm going off of, but not a strict plot/storyline. For instance, my Fallout game is based on Van Buren, the cancelled Fallout 3 by black isle(before Bethesda bought it). It gives a nice basis but lets me explore the game more creatively I feel, and railroad my players less. So I tend to lean away from AP's. Besides, I run PFS, which I have no say in, why run an AP that does the same thing. How do people feel about this?

4) My sweet steampunk Homebrew that I made Domcur. I am fully convinced this is the best homebrew I've ever done, and if I did it up it'd be a publishable setting. Unfortunately when I started it I only recruited four players. Two players dropped in the same week due to different reasons, and I lost heart for it. I also didn't know about The Tangled Web (best recruiting sight ever!) Or I likely would have filled in my player base. Its highly customized, mid tech, mid magic (I weaken magic significantly, though the players still felt the casters did fine. What do people feel about this Steampunk PF games?

5) My most successful campaign ever was probably my Dark Sun game. For those who don't know, Dark Sun is a post apocalyptic very high magic/psionic world with low loot, stronger races and classes. I put an extreme amount of work into converting this too PF (from 2e with some help of some 3e conversion from Athas.org), so it would be really easy for me to run another Dark Sun game if I so desired. I effectively have the world craft done. How do people feel about this setting? Are you interested in it?

6) Any other thoughts/suggestions or what you'd like to see. Doesn't even have to be PF necessarily.

Just trying to bounce some ideas around and come up with my next direction for my next game. I have time to plot storylines and setting craft as necessary, just not 100% sure which direction I want to take it. Any thoughts/advice would be cool. Thanks.

Grand Lodge

First, a little about me. Been GMing on and off for about 15 years - and the last two have been GMing a lot. Started 5 campaigns in the last 3ish years, 3 were played out to completion. All of them were in the PF system. Also, ran almost 40 PFS games in the last 9ish months, so I'm a pretty experienced DM, and consider myself in the top 20%.

So, a little burnt on my norm of running Pathfinder, so I'm going to do something a little different and run Fallout pnp. The game will ber based largely on Van Buren, which was Black Isle Studios version of fallout 3, taking place largely in Arizona, New Mexico, Colorado and Las Vegas before fallout New Vegas.

The basis of the game is here: My Fallout Obsidian Portal. I will need to make a few changes, such as no starting equipment, but I'll make starting packages of some sort (that likely won't have any loot).

Game will take place on Sundays, starting sometime around noonishy PST. I play on map tools. If interested please let me know so I can see if I can get a head count for this game.

So come enjoy post-apocalyptia with us.

Grand Lodge 4/5

Hey, playing through a Module, and one of my allies got their weapon sundered. Its a 12th level weapon. So it costs 1 prestige to cast normally, but the player thinks they can't because it needs a 24th level caster. Any thoughts?

Grand Lodge

I really like the new hellknight Signifier Class, but I'm slightly confused how one of his best abilities works:

All right all, question about the hell knight Catechesis Special ability - for reference

Catechesis:
If a Hellknight signifer has the Warrior Priest feat, his Hellknight signifer level stacks with other divine spellcasting classes for determining the effects of those classes' domain powers, inquisitions, and mysteries. This doesn't grant any new powers or abilities. In addition, a signifer with the Warrior Priest feat gains Alignment Channel (chaos) as a bonus feat, and treats his Hellknight signifer levels as cleric levels when determining the amount of damage chaotic outsiders are either healed or dealt, and when determining their saving throw DCs to halve this damage.

So, I have a few questions:

1) Do you gain the level 8 domain abilities at level 8, or does it only advance the domain abilities you already have?

2) Would you continue to gain Mysteries - or do you only get the 2 - assuming you pick it up at level 6?

I was thinking of doing a cleric with it, but as I reread the class it seemed that you may only advance the abilities you've already unlocked, which means An oracle is actually better for me (I could take it at 8th, and have 3 good revelations) rather than 9th (to have the domain abilities unlocked.) Thanks.

Grand Lodge 4/5

Anyone have a blank (non-filled out) chronicle sheet?

I've grown rather fond of this system of loot/xp. While doing traditional XP & perhaps some special loot, I am considering integrating this system into a home game I am starting. Just hand out a chronicle after a game instead of tracking loot & Xp. Also Easy to audit if I smell fishy business. Anyone try anything like this in a campaign? How did it work?

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