Cleric of Brigh

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Organized Play Member. 76 posts (391 including aliases). 1 review. No lists. No wishlists. 25 Organized Play characters. 1 alias.


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rayous brightblade wrote:
Question for the developers who may see this, Roiling mudslide says it does damage to all creatures in the area but doesn’t say what the area is. What should the area be?

I'm quoting the above in the hopes to see some answer from staff. Please!


I was told that Natural Medicine allows you to use it with Battle Medicine, so does Stitch Flesh do the same?


The last sentence in the above post seems to be partially incorrect. The XP isn't retroactive, but the paragraph does state that it now awards credit as a scenario. Thus 4XP. So if a group wanted to play it now, that's what it would be.


Thank you, Tyranius! <3


Sorry, I hadn't made up my mind which I'd apply the chronicle sheet to. :) I've completed the RPG Chronicles sign-in form.

The first 4 xp will raise her to level 4, so one set at 3rd level gold (38gp), and the other two at 4th level gold (64gp). Nice, so a total of 166gp. I can get ALL the things for the character. ;)


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I've wondered if that removed sentence from the original playtest document was accidently deleted, maybe due to space. It would be nice if someone from Paizo chimed in on this since there have been a LOT of questions about it.

It just seems kinda silly, since usually one would be resummoning their eidolon if they went down, so there'd never be an occasion for using this feat. Not even if you do it at the beginning of combat. Damaging yourself and losing the precious hp for the both of you immediately upon arrival is not the most intelligent or wise choice of action.


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A spell happens in one moment. The casting usually takes multiple actions in time and the result then happens in that second after. Multiple attacks are not the same. If an enemy falls in between attacks, then the next ones can go elsewhere unless stated otherwise specifically as in Double Strike and Twin Feint. For all others you can choose your targets as you use your attacks as I read it.


It was mentioned about adding the missing credits for the Starfinder scenarios, but is it the same for Little Trouble in Big Absalom, which only awarded 2 treasure bundles? It's xp was increased to 4, so do we also get 8 more?

I was just adjusting things for my character and noted that the gp reward spot wasn't changed.


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It is all about the spell slots. And any wizard choosing an archetype that has spellcasting and has spent the required feats to get the spell slots would be eligible if they want that arcane thesis.

Rules As Written, yes, spell blending works as long as you've spent the limited feats to get the extra slots.


I loved this scenario, had fun playing it, but . . . ummm . . . Why does the shirren have boobs in that picture in the scenario? O.o I mean, insects aren't mammalian, right?

Would it be mean to assume that a male-type person drew it? Maybe have a few different genders look at art before being assigned to a scenario?


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As others have said, increasing the lower level adventures at the expense of higher level play is disappointing. It seems to me that more level 1 bounties just mean that others don't get played. There's only so many that are needed in my opinion, especially with PFS2 2-11 The Pathfinder Trials, a 4xp scenario that is also restricted to level 1.

Changing some of the already published adventures to be repeatable would help. However, as one of those players waiting anxiously for higher level play I'm very sad at this news.

I understand the stress and burden of the schedule seems to be too much for the current production staff, that they were way over-worked. I do hope that things progress to the point that the situation can be improved with greater income and thus more staff.

I do wonder about the subscriptions, their cost, and the reduction in what those customers will receive vs what they expect. It does look like a loss of at least a third of their normal items, from 24 to 16?


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Back back back!!! Yoo hoo! :D

Thank you very much for botting me, Rainzax!


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Hey, guys, I'm kinda back. :) I'm going to work my way through the 139!!!! posts at about 15 min at a time. It shouldn't take me but a day or so, so I'll post again as soon as I reach current time, probably tomorrow.

Thank you so much for allowing me to continue. <3


Why has the above question never been answered when this is a very popular repeatable scenario for beginning players? Please, someone, anyone at all, answer this.


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Hey, guys, thanks for the well-wishes. I'm doing better and eagerly going to physical therapy. It is helping, but it seems I did a great job messing up my left back and hip nerves. LOL

I so want to get back to the computer and just read things, much less get back to my much loved games. ALL the games! You have no idea. Renthiel gets to listen to me complain all the time. :D

I'm hopeful for next week, but I'll have to wait and see. As well as listen to the doc, of course. ;)


Before the group went up the stairs, Torra used medicine on Scratch and he healed 14 hp, so he should be at 68/70. The post is second from the top on page 13. :)


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Alright, my group just played this scenario. It was fun and all, but at the end, we discovered that it is impossible for anyone to free the statue while playing in this tier. It requires a spell or item that cannot be used at level 8. We had brought back his statue to the Pathfinder Society to get him help if that was appropriate.

Why would you include this as a checkbox for reporting this scenario if it isn't able to be done?


I'm not sure of Kigvan and VampByDay, but Saashaa and I have already played those quests and they aren't the repeatable ones.


Dennis Thompson wrote:

With the Beginner Box scenarios included, here would be the revised progression to reach 4th level on just the repeatable scenarios.

BB#1: 4xp (4)
BB#2: 4xp (8)
Bounties #1-4: 4xp (12, 2nd)
1-01: 4xp (16)
1-06: 4xp (20)
1-10: 4xp (24, 3rd)
1-14: 4xp (28)
1-23: 4xp (32)
2-06: 4xp (36, 4th)

It seems that they want to present the initial progression for brand-new players as:

BB#1 4xp
BB#2 8xp
2-11 12xp, reach 2nd level after scenario
1-01 16xp

---------

Repeatables for additional characters:
1-06 20xp
1-10 24xp, reach 3rd level after scenario
1-14 28xp
combination of 4 of earlier bounties and/or quests 32xp

There's no room to do four of the bounties on this schedule, since they are limited to level 1 like 2-11 is. However, doing 3 bounties before 2-11 and then one quest afterwards would work.

It does encourage multiple characters if one wants to experience the bounties anyway, seeing as how there are so many in the pipeline.

In my opinion, I wish the end of these lists contained enough xp to reach level 5, since it is a huge waste (again, my opinion) to do 3-6s on a level 3 or 4 with the currently available scenarios, including forthcoming ones.

I just hope that eventually we do have enough repeatable scenarios at levels 1-4 to gain 48xp, so 11 scenarios, allowing for 4 early bounties/quests. It is no rush as I have an idea of how long it takes to write such a creation, not to mention adding in the mechanics and then adjusting everything just so, to prepare for release. :D This is my wish for the far future, 4 more repeatable level 1-4 scenarios by the time Pathfinder is on Year 4 or 5. :D

I find that by level 5 it really shows me what my character can do.


Just a note, you recommend playing the Road from Otari bounty after the two 4xp sessions in the BB. That means that if applied to the same character, they will have 9 XP. Then you recommend playing #1-01 The Absalom Initiation for another 4 XP bringing the total to 13 XP and level 2. Since PFS #2-11 The Pathfinder Trials has a restriction to only level 1, new players cannot play it next, in the recommended order, unless they are playing slow, and if they aren't and don't know, they will not be able to play #2-11.

Is the above intended?

Just trying to understand the suggested schedule, which seems to be in the wrong order if a new player wants to follow along with what is posted in the blog.


Yay! :D Not yet another on my list!


I think I'm going with a cloistered cleric. And I'm still debating species. LOL I'll have created my -2011 by Tuesday, Nov 17th.


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Why are you changing the cleric/druid classes so completely? They have never had to learn spells separately using the Learn a Spell activity. Their divine source has always let them know all available spells as a gift and they must only choose their daily prepared allotment. Buying access to uncommon spells via ACP still makes sense in that regard, also.

Was this answer truly thought out, or just a comment from someone unaware of what they were saying? O.o


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I need to see the text for the new faction rewards. I want to know exactly what I'm buying.

If it is shown somewhere, please let me know. I cannot find it.


Artha also bought winter clothing before setting out and it is in her inventory.


If there is room for my character:

Paizo Number: 202118-2009
Faction: Radiant Oath
Character Name: Artha & Zandroaneth


Ummm, looking again, it is an arcane summoner, not primal.


If there are only 5 players, I'd like to join you with my primal summoner if I could. She is already created.


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The basic idea of these changes seems to be great. Of course, I do expect that not everyone can be happy, but making things easier for GMs and staff is always good.

I also have my concerns about the capacity of the Paizo website. And the coding required. I wish them the best, but I know how hard it is, especially with the current state of the software the site is running. It just doesn't make changing/adding things easy from what I can see.

I hope that they deal with the differences between the current fame/ACP systems. Fame is earned per character and spent that way, a reward for that one character and to benefit that one character. ACP is earned per player as a reward for playing Paizo's games and spent differently. Those are two different pools. I hope that they are not combined without an additional increase. I do NOT want to have to leave behind what I want for one character to get another unrelated character something else. I should be able to keep one character well supplied without losing the chance to choose a new ancestry/background/boon/whatever for a new character.


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And now a certain race is required for the magus to work properly? Not good.


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As a summoner, the normal turn would go: 1a - Boost, 1b - eidolon attacks twice (2), 3 - Reinforce. Act Together bundles the Boost with the first attack, which is nice.


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In my playing with a Summoner, my 1st turns consisted of casting Evolution Surge (usually movement) and then Act Together to each move wherever is best. Sometimes the charge goes next. Then most other turns would be: Act Together to cast Boost on eidolon while eidolon attacks the first time, then eidolon attacks a second time, and then I cast Reinforce. There were moves in there at times, but that's it. When the eidolon can hit easier and harder than I can, it is all up to it.

Unfortunately Charisma has been absolutely useless.


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As I read it, Summoners cannot ever use staves. They lose the ability to cast the spell levels at the point when they can use them. They also lose those lower level spells from their repertoire completely. I REALLY don't like that at all. Is the Summoner only allowed to know 4 spells total, ever? Stupid.


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Draco18s wrote:
Astrael wrote:
About using staves with the Magus, (unless you take the Martial Casting feat) you have no lower level spell slots, so you can't use any of those in the stave, only the ones that correspond to your allowed 2 highest levels.

This was already cleared up by Jason.

Ref.

Ummm . . . no it has not been cleared up. He was commenting on a DIFFERENT situation. Being able to use a higher level spell slot to cast a lower level spell doesn't mean that you can use a stave to cast a lower level spell. Those two things are not equal and should not be assumed to be so without word from Paizo.


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I feel that the class should be renamed completely. They are not summoners. As someone said before elsewhere, they are Eidolon Masters.

All of the summon spells are already nearly pointless due to the weakness of the creature being so much lower in level than whatever enemy the caster is fighting. Such a summons doesn't have a good chance to hit, or to survive damage, even with a use of augment summoning. The higher the level, the worse the difference between them becomes.

I was so hoping that the Summoner would get better feats or abilities to sustain their summons, i.e. buffs or equal levels or something.

If I have to spend one spell slot and also one action each round to keep it in play, then it should be worth using.

The small bonus to damage from the Summoner feat still doesn't address the weakness of the chance to hit in the first place.


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The magus becomes the perpetual target for soaking up an enemy's AoO, and they're not built to take them every turn.


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About using staves with the Magus, (unless you take the Martial Casting feat) you have no lower level spell slots, so you can't use any of those in the stave, only the ones that correspond to your allowed 2 highest levels. And that means due to charges, only one spell from the stave (and the cantrip of course). I don't see a Magus using one of their few spell slots to power up a stave to get extra charges.

Requiring a certain feat for the class to work well means that it should either be built into the class or things drastically changed.

And the greatly lowered hit possibility when using a spell attack on your magus means you would want to use only spells with saves and gamble on the enemy's roll and bonuses. The higher in level, the lower the probability of successfully hitting anything with either the Strike or the spell, in my opinion.


Nefreet wrote:
Astrael wrote:
I WANT word from the Organized Play staff who make the rules for us.
The Organized Play staff has nothing to do with Game Design.

The Organized Play staff act as the ruling GM for playing Society games.


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I know staff is getting ready to add new pregens to the bundle already available.

I would like to request that someone please add in to Quinn's level 5 pregen sheet the missing 4 skill increases. As an investigator with the Skilled heritage and by level 5, he either has 1 expert skill and 4 more trained skills, or 5 expert skills, or some combination thereof.

Since the current pregen shows Quinn being only expert in Society, it is assumed that Society is the skill chosen for his heritage.


Ummm . . yeah, it'd probably be better to quote the WHOLE conversation around a person's statement. Mark Seifter's sentence still doesn't answer about this particular question. "Oh, you definitely don't gain spells to your repertoire if the rules don't say you do." I would need to know what question was asked and what parameters were set to receive such an answer.

Also, in the stream quoted above, Mark Seifter specifically says to look at the spells chapter in the CRB for the line about signature spells. There is only one sentence in the whole chapter that mentions signature spells:

Quote:
Many spontaneous spellcasting classes provide abilities like the signature spells class feature, which allows you to cast a limited number of spells as heightened versions even if you know the spell at only a single level.

RAW in the CRB and APG, there is separate wording for the signature spells class features between the archetypes and the classes. The 3 archetype spellcasting feats SAY that you pick from your repertoire. The 3 class features SAY that you pick from spells you have access to.

The fact that there are these two different wordings about the same feature for two different uses means that they work differently, until ruled otherwise by OP staff or another errata.

Not to say anything against Mark Seifter, who I admire for his huge body of work and I enjoy watching and listening to him when he's on stream or discord, I WANT word from the Organized Play staff who make the rules for us. Quite a few times, I've run across where a designer's STATED wish for what they created is changed or negated by the OP staff. I don't have an opinion on that either way and the OP staff make the best decision they can for general balance and playability as they see it.


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Nope, I'm the only one continuing. The people I play with online, who I point to the RAW, agree with me that the wording is exact. Most players do NOT post here on the forums after all. Concluding that the entirety of Paizo's community posts here is a bit silly, in my opinion.


KingTreyIII wrote:

Holy crap! This is big news!

Also, seems to be a convenient place as any to mention this, since we’re talking pregens:

Spoiler:
The level 5 Quinn pregen is incorrectly made; it seems to disregard that investigators get a skill increase every level like rogues do, so Quinn only has one expert skill at that level when he should potentially have four.

About your comment about the Quinn pregen:

Spoiler:
Agreed. I wonder if when we play the level 5 pregen Quinn we can just choose 4 more skills to be expert. I think I am going to do so, after talking to the GM, of course. Quinn gets the one expert skill from the Skilled human heritage. So, he is missing all 4 of the expert skills from levels 2 through 5. He should have 5 total at level 5.

Is there a ruling about fixing an egregious error when playing one of the new pregens?


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If you want to restrict this in that manner, then what about the Arcane Evolution feat that lets a sorcerer freely add spells to their spellbook as long as they can afford it, or the Esoteric Polymath feat for bards. At that point, even if they aren't in their repertoire, they ARE "your spells".

I still read it as one spell added, per level, when you choose a signature spell as you level up and gain a new level of spell slot (i.e. the odd character levels). Well, a sorcerer/bard/oracle could choose a repertoire spell if they didn't want to add a new one, but . . . O.o

Again, the RAW specifically state in other places that you have to choose from a repertoire for archetypes, restricting them and their number of spells. It does not anywhere for sorcerers or bards or oracles. Yes, they did repeat the SAME words in the APG. The extra wording for archetypes has been there since the beginning of PF2.

This explicit difference means that my sorcerer/bard/oracle does NOT have to choose a spell in their repertoire as a signature spell. It just has to be on their spellcasting tradition's list.


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For those asking for an exact location of the text:

Quote:

Source Core Rulebook pg. 592 1.1

Staves are also staff weapons, included in their Price. They can be etched with runes as normal for a staff. This doesn’t alter any of their spellcasting abilities.

That entire page is about staves.


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I'll chime in that it would be nice for the level ranges of the incoming scenarios to be indicated in a post or blog.


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Alright, I should have been more specific. For PFS, it is restricted unless they add this archetype on the ACP boon list. It is NOT there, currently. For non-society players, it is indeed up to the GM. :D


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Okay, I was looking forward to this archetype, but unless I'm reading it totally wrong, it seems to be a waste of feats except for a kobold and isn't this supposed to be more widely used?

First, only a draconic sorcerer, or a dragon instinct barbarian, or a dragon/spell scaled kobold can become one. The flavor text indicates that other characters can choose it, but the access conditions say that they cannot.

Second, since the sorcerer and barbarian can already get or wouldn't want almost all of the feats offered by the archetype, what is the advantage gained?

** Claws of the Dragon (4) only increases the die from d4 to d6 for the sorcerer, who normally isn't up in melee combat anyway. I know there are a very few melee sorcerers out there, though. It does seem to be an always-on ability, but the extra resistance would still only activate when using bloodline spells . A barbarian isn't going to switch their possible weapon damage down to a d6 (at least I hope not). Kobold is the only one who would use this.

** Draconic Scent (4) for barbarian can already be chosen as a feat and built upon if wanted. Sorcerer has much better things to choose from. Again, maybe a kobold would want this, depending on their own class feat availability.

** Dragon Arcana (4) for sorcerers is a no. A barbarian would have to take a previous spell casting archetype to use this. Again, only the kobold might want it.

** Scales of the Dragon (4) for sorcerers is a maybe since the item bonus from armor runes on explorer's clothing would stack with the status bonus, but that dex cap of +2 really hurts, unless you build specifically for this. Eh. Barbarian can do better with medium armor and a +1 dex mod and raise that with armor runes. For kobolds, it would depend on their class and, like the sorcerers, would want to build for this feat.

** Breath (8), Wings (12), and Shape of the Dragon (14) for a sorcerer are useless as they already have them. Barbarians, maybe, if they want the transform and the aoe/ranged breath is good. I'll admit wings and becoming a dragon are always great. Again, kobolds would love this part.

Third, I could have missed something, but it just seems that restricting this archetype to these three specific builds isn't what was expected, and even they would have to give up potentially much better feats to gain only a couple of usable ones.


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The fact that the CRB states that staves can be etched with runes and do not lose their spellcasting abilities is the sole counterargument needed. Anything in opposition would need support from some other source. I haven't seen any so far.

The repeated arguing against the RAW without other backing indicates "strong feelings" as I read it, too. It isn't "strawman tactics". I don't think that means what you think it means.

By the way, about the champion ability of Blade Ally, during each day's preparations, the effect of the rune (which is not etched, but granted by one's deity) deactivates and must be chosen again. So, the weapon returns to its original form before being shifted into whatever shape, well as long as the shifting effect is chosen instead of one of the other 3 effects.

However, anyone with enough gold can buy a stave, etch it with runes and do the same. If they can't cast spells, then they just bought a really expensive weapon. 325gp for the +1 striking, shifting runes and then 230 for one of the 11 different level 6 staves. It does sound good for my wizard using Hand of the Apprentice, though, if she had enough gold, which she probably will never have after learning all the spells she wants.


As written, the cost is 3gp per day to hire 3 npcs per pc. It does not say 3gp per day per pc. As posted above by John Brinkman, according to the CRB, it does not in any way cost 1 gp to hire someone to clean the rubble. He posted the BEST examples I've seen yet. His numbers add up almost exactly. I just don't see how any other arguments hold up with any weight. We need to see if staff says anything in particular about this point.

I don't get why others are ignoring John's explanation.

Spoiler:
John Brinkman wrote:

I'm going to argue the counterpoint in the intended cost assessment.

The services table (CRB, pg 294) indicates a skilled hireling costs 5 sp / day and an unskilled hireling costs 1 sp per day. So for 3 gp, I could hire 3 skilled hireling (the scenario provides a stone mason and 2 carpenters) and 15 random non-skilled hirelings.

That totals 18 NPCs which would be the maximum for a 6 person PC group to hire for a single day. I think it's much more likely that the 3gp per day approximates this. A four PC table could technically pay less, each day, but the math difference is minor, (1.5gp plus 9sp = 2.4gp per day). Not really worth the effort math wise.

If you want to push what the PCs spend (and this isn't in the scenario), ask the PCs where they are staying and what they're eating. The keep isn't habitable until they clear out the barracks. The one Inn probably charges 1sp per day per person. Food wise, figure 2 square meals and a poor meal (sack lunch?) and each PC will spend another 1 sp per day.

Honestly, I think rounding all that to 3gp per day for the group is a simple and easy way to account for the above. I don't think the intent is to turn this into an accounting drill.


Vlorax wrote:
Should move the thread to house rules then

Why? This is about Society play and continues to be.

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