Take Wizard school as your first Arcane exploit, Focus Abjuration. Your choice of opposition schools is up to you but enchantment and Conjuration are needed so do not choose one of them. Take spell focus abjuration, spell focus conjuration, augment summoning, spell penetration, and heighten spell (quicken spell at higher levels is also a good option). Other exploits should include spell tinker and (IMO) the bloodline exploit celestial blooded. Items to get throughout your adventures should be a Ring of Archons, arch mage robes, Staff of Abjuration (or a staff of the master crafted for abjuration would be best). Banishment spells are of the abjuration school. Abjuration also includes spells liek repulsion and globe of invulnerability which can make you imune to some of the effects of demon's spell like abilities and/or the spell casters who summoned them, as well as making sure pesky melee attackers cannot approach you. It also includes dispell magic and remove curse (no-brainer against evil outsiders). Utilize planar binding to summon Archons for difficult encounters (divination would also be useful to foresee potential dangers ahead)
I am very excited to learn about how you plan the combat. However I am a little concerned. It seems that limiting the action bars by only 2 full bars (20 slots total) give certain classes an unapealing feel. I refer of course to wizards and clerics (and magus if/when it ever becomes available). The advantage to having a class like this is that u can have a TON of spell options. Not just in what YOU can cast but also in scrolls/wands/staves/etc. If I am to read this correctly classes that are based on being an ability Swiss army knife are going to need to be redone to make them at least fun and comparable to the original. I do understand that certain clases have alot and there will need to be some trimming but I feel that limiting the action bar like this may not be a good way to do it.
One thing I would like to add about the name section of this blog. If you are going to limit our in game names to the extent that we cannot use 'immersion breaking names" then you should allow us a "real ID", or an ID that our friends can easily recognize us as, even if we are playing a different character. Example, I have been using the gamer tag 'BLT" for several years now, and many of my friends, both in real life and within a game world, identify me as "BLT". Id like a system that makes it so I can keep this tag, unlike WOW's real ID which shows your email address or your real life name. Perhaps have the tag appear next to your name, but only for players in the same company. That way people within your own game community know you as your own chosen gamer name, but the rest of the world knows u simply as Kar'Iliel, Tiefling Magus master of twin disciplines.
I would like to see a magic system in PFO that utilizes the words of power system in UM. A system like this would employ different UIs depending on if u were spontaneous or prepared. Prepared caster would just prepare their spells using an easy to understand "point buy" system for spell construct and their UI would be the traditional action bar layout. A spontaneous caster would have 3 separate drop down action bars. Since their spells known is more limited than prepared casters u wouldn't have to worry as much about UI clutter, it would be even better since the number of spells a sorcerer can have is fairly high, but if you have those spells broken down into parts that u mix together on the fly then you would need less action bar space. Their bar would have an Target box, that would have the target words, hot keyed to the number pad on your keyboard(changeable of course). You would have your effect words on another layer underneath this box(or bar) that would drop down once you selected your target. Then you would have your meta bar drop down, giving u the option to add a meta word that u know to the spell. An example being that you have selected your enemy, you wish to cast an effect similar to scorching ray. You press the "1" key (single target touch attack), your effect word bar drops down and u press "1" again(your basic fire damage effect), your meta word bar drops down and u press "0" (no selection). Using this would give a "combo" feel to casting and make players more involved in what their character is doing. While prepared casters will get the sense of really having to build their spell book. Cast times would be representative of the actual table top layout. Standard action spells would be 3 seconds (half of a full round in the tabletop) full round casts would naturally be 6 seconds. For spontaneous casters this would divide each "on the fly" word into a global CD of 1 second for target words, and 1-5 seconds for effect words. There would also be a timer after u use a word. Lets say 3 seconds, that would allow u to 'hold" a word and move for a few seconds before stopping and finishing the next word. Adding meta words will add additional cast time based on the effect. As for cool down time I think having certain words be on CDs relative to their level, after a certain number of those spells have been cast. Maybe 10 seconds per spell level after x number of spells of that level have been cast(based on caster level). In this way a caster could maintain fluid casting, assuming they aren't being attacked, without spamming meteor swarm, or covering the battlefield with charmed slaves. The CD could be adjusted based on cast time, or it's utility. So fireball might be 3 seconds, but an effect similar to bestow curse may only be on a 1 second global cool down,depending on what effects were tied to bestow curse.
Yes this would be complicated, but I think it would be fun and make casters a more appealing choice to players who like a more active play style.
I love the bladebound magus. I have a concept of a 1 rogue/5 bladebound magus/1 assassin/ then alternate between magus and master spy. No scimitar, classic assassin/duelist shortsword. he takes magical knack trait to improve his low level touch spells and uses alot of necromancy rays to lower stats to make his enemies more helpless. his sword is kind of evil...ok really evil. As part of his story his father gave him the sword in his will after failing an assassination job. my character then balances his desire to kill the deserving to better the world, and the swords desire to control the world through violence and manipulation.
Valkenr wrote:
I'd like to see a system were u can both target AND attack without targeting. And as for cheating to see stealth I haven't seen many cases where that has happened, at least not to me personally(not that it doesn't happen). But as mentioned an all player based skill stealth would make all classes equally viable at sneak attacks (literal sneak attacks not the rogue mechanic). I think stealth should be verry slightly player based. So no stealth in the open unless your enemy has his back to you, must be behind cover of some type, etc. As for detection I think having a perception skill that is broken into 2 parts in game but not in character would be best. So you only put points into perception, but when your character actually makes this check the game makes 2 rolls, one for sight, one for sound. If u can hear someone sneaking then maybe an icon with a direction arrow shows up. Upon making a manual perception (search) check you have a higher chance to detect the person. I also think that there should be 2 perception skills. Passive Perception (passive check to detect things), and Active Perception (search). Both would have slightly different modifiers based on conditions like weather you can hear someone, if they are using an invisibility spell(or similar effect), and weather someone in your group can see/hear that person.
Tacticslion wrote:
I suppose my frustration is more on the DM then with the rule. He seems to be under the impression that a lawful evil assassin will just be killing off the party and causing havoc. Or the players feel i might betray them, and that is not how i would play an adventuring assassin. My character wouldn't take many kill contracts at all, mostly infiltration and that sort of thing. he would act as more of an unseen diplomat behind the curtains Using poisons to incapacitate, not kill, his death attack to paralyze and not murder. Think more of a Burn Notice type figure, killing only when it is unavoidable. Even in home campaigns i get weird looks at playing an Assassin, when our "mercenary" fighter gets to mug people, intimidate them for more money, and kills indiscriminately if a random NPC hurts his feelings by telling him that hes a bad person. Apparently the fighter is Chaotic Neutral, and my above example is an unforgivable evil that must be washed from Golarion.
Ok so its 7am, havnt slept in over 24 hours, am bored, and have one nagging question. WHY DO ASSASSINS NEED TO BE EVIL? ok if ur a hired killer doing it cuz ur good at it and u like gold, fine, ur evil. But what about assassins that kill for a just cause? Assassins that have a purpose other than murder? Why cant i make a lawful good assassin and only use the death attack to paralyze and he takes a vow of non violence? It irritates me because i want to make an assassin for PFS...but no evil so that idea kinda gets blown up. And even if u ARE a killer for hire slaying people for cold hard cash why is it that players look at u funny if ur assassin character saves a child or pets a kitten? does being evil mean that i automaticaly hate puppies and eat babies? As a cold kilelr i only do ONE evil act, murder(presumably) and even then maybe ur character only takes contracts to kill people who harm others. its just, an annoyance when i tell the gm, "i wana play a rogue-1/bard(dervish)-5/assassin-1/master spy-x, and he tells me, "u cant be evil"...
the Rogue. Makes a fantastic villain. Unfortunately the rogue suffers from 2 major problems. First off is their place in lore and fantasy stories in the first place. They are often quirky thieves or bold faced liars, comedic relief, fluf characters in a book. Even the Rougish main character/hero/main villain is more of a fighter/assassin/duelist. The second problem the rogue faces is role filling. Ok its a scout, well so is the ranger, and the monke, and the wizard (cuz they can do anything). They are the striker, fighter, archer, does it already. Trapfinder!!!!!...rangers, alchemists have dissable device, and arcane caster can get rid of magic. The rogue was made to fill the unwanted roles that other players have to sacrifice to do. Rangers want to be snipers, mages want to cause explosions, fighters want to swing their big sword. The rogue fils the roles no one wants to do, all the little "avoidable garbage" that makes the game more "realistic" or gritty is done by the rogue. He is the grunt, the fall guy, the cleaner, and the nose wiper
I really dont see a problem with what u did. And i dont understand what the complaint other people in this post are making. U are providing a service, at cost to ur character (loss of feats). u are charging almost half what the item costs, taking only a small portion of that money for ur income. As a wizard im guessing u spend it on some of the more expensive spell components (mithril daggers for the wreath of blades spell for example). U dont have to be the crafter, u dont have to offer that service. When i am playing a game and a player spends feats on crafting, i feel compelled to give him extra for the effort. its still less money that im paying, and he gets a benefit from taking a feat tax that he may have lost by not having another feat or multiple feats. U guys want to talk about the players doing stuff to help the group well i think part of that should be helping the crafter.
Nihimon wrote: @BLT, one important thing to keep in mind is that Ryan has a lot of experience seeing how players work around problems in the game (such as not being able to see someone who is stealthed). If GW chooses not to implement Stealth, it won't be because they don't see the value in Stealth, it's because they don't want to put honest players at a disadvantage. If the only way to implement Stealth cost-effectively also means that players who were willing to cheat would have an unfair advantage, then that's a very good reason not to implement it. I guess i can understand that...but im a sucker for rogues and a stealthless rogue, for me, would ruin it for me. I love stealth and even though that is only one aspect of one type of character, it is for me a fairly important ability. Even if it is made more limited i would rather have the option then none at all.
honestly if u want a lethal archer, then i would go pure fighter. if u need a trapfinder...take 1 level of rogue. the only way that sneak attack works reliably in range is if u can geet invisible and if u have the goggles in the APG that alow SA at any range. If u want a more rougish/stealthy/acrobatic then try the zen archer archetype for monks.
Onishi wrote:
I think asuming that there will be stealth mechanics is pretty fair. Since stealth is one of the core archetypes in the rpg world, not alowing stealth would turn off far too many players to the game. Also stealth would be a necessary ability, or at least very helpful, in initiating an ambush. And ambushing traveling players is something that they have said would be possible.
OK here is my ideas on master spy. 6 levels of inquisitor(or bard) then 1 level of assassin, then master spy. the 1 level gets u death attack faster, and ur levels of Master spy and assassin stack for the d/c(retroactive too so u dont need 8th level master spy) and poison use is icing on the cake imo. Also the levels of inquisitor give u a couple of nice abilities as well as access to the inquisitor spell list which has quite a few "spy" spells on their. As long as u have no qualms of "evil" (i dissagree with the restriction on Assassin quite passionately) then u should be fine. I guess u could always start "evil" then maybe change later as the game progresses, as long as u are within 1 step of ur deity. Could also go bard for some nice spells as well, and i think there are a couple of nice archetypes to play with as a bard spy.
JMD031 wrote:
b4 pathfinder there were alignment restrictions to summoning. in pathfinder u can summon anything as any alignment but i think u cant make them do anything thats against their nature.
Ok here is my 2 cents. instead of looking at humans as the standard lets look at elves as the standard. lets also say that elves might have more stages to their life than our species. were we have infancy, childhood, adolescence, and adulthood, maybe elves have multiple "mini" steps along the way. Maybe they mature to adolescence at the normal rate but then between adolescence and phisical adult hood theres a middle step in which their maturity finishes developing. So an elf coould be physicaly mature at 20, but then have the mind set of a 15 yr old for a few more years. then factor in the social age of maturity difference. elves are probably as adult aas they will ever be at like 20 but have the same restlessness as human young adults do. So to an elf that person is still a kid, restless, young, brash. on the other hand humans only live to be like 100 (optomisticly). So in humans the young restlessness suits their social and biological structures. they are an adult at 20 because they dont have the luxury of babying people till their 100 cuz they dont live that long and things need to get done. now to cover the learning curve. once again lets use elves as the standard. The learn "slower" because they CAN...they have forever to learn things, there is no hurry. humans are born with and live with a constant sense of urgency knowing they only have 80ish years to acomplish anything. Realisticly only 50 healthy years. So their need to advance faster makes them restless and strive harder than the longer lived races.
Chobemaster wrote:
Drow dont seem to folow the same reproductive patern that other elves do. it doesnt really say this in any "rule" book that i could find but i think the way drow/elves breed is more social behavior than it is biology. Drow, are always killing each other off. That creates a social need AND a biological need to keep the species going. Elves on the surface live relatively peacefuly so ther is no social need for faster breeding. Its kind of like the baby boomer scenario after WW2. After events that reduce populous birth rates increas. This likely happens to elves as well.
Ambrus wrote: The key to a successful spontaneous MT lies in 3.X material. If your GM allows it, I can show you how I went about making my sorcerer / oracle / mystic theurge. My Dm is alowing Most of the material in 3.5, including much of the 3rd party material. I would just have to run ur idea by him to make sure its one of the allowable rules.
Looks pretty solid IMO. Really i dont think u can go wrong as a ninja >.< and shadow dancer fits soo well with the concept. my only concern is, what weapon are u gona use? I dont see 2WF and since u have a high dex ud either need ranged attack (not optimal for SA) or a single light weapon. Something else to concider is the SD gets Rogue Talents. U can use a rogue talent to get a ninja trick, but i dont think ur levels of SD and ninja stack to determine weather or not u get improved ninja tricks (which u could use to get the rogue advanced talent, Crippling strike, that drains 2 strgh when u SA, stackable with pressure points?)
Sparel Radtymah wrote: This is TCG from above. Check out this character profile. He may not be "optimized," but he's pretty badass if I do say so myself. How did u get teh Arcane discovery truename? u need wizard level 11 u only have wizard 3 (theurge should not add to ur wiz level for anything other than spells).
Ty for all ur ideas. So far the eldritch heritage feat chain with oracle idea sounds the best. I could do witch, however the reason why i was trying to go spontaneous mechanically and for story was because i was going to be a words of power caster. And, as lame as it sounds, having to prepare every word combination as a prepared caster would be just too much book keeping lol. of course even as a spontaneous caster i would have some word combinatons written down for quick reference to everyday use, but i also feel that sorc/oracle have the most to gain from words of power. One more question. my character was going to be a Kyton spawn Teifling, as an abyssal sorcerrer bloodline that kind of breaks the RP in terms of devil blood with demon blood sorc. But my thought is that: 1. Kytons are not technicaly devils.
i ran this by my GM and he doesnt really care (but i do). what are all ur thoughts?
This may deserve its own post and I apologize if it isn't relevant, but along the lines of aging do the rules ever state how a tiefling or Asimar ages? they are outsiders which I'm not sure have a "life span". So do they age to adulthood at normal rates then wander around until they are killed? As an outsider their body and soul are one unit not separate, but as a "native" they can still be resurrected by normal means. Does this suggest they have a soul and body separate and can therefore age normaly?
I would recommend going rogue/witch (or if ud prefer some other spell casting class), then Splash in arcane trickster to get the ranged rogue skills stuff, and then go master spy for more rogueish supernatural infiltrator/assassin style abilities. maybe even take ONE level of assasin since ur levels of Master spy and assassin stack to determine ur death attack, and its retroactive on the master spy. This is obviously alot of splashing but most of the spells u got as an assassin in 3.5 were not verry high level spells, so only taking a few levels to get 3rd or 4th level for invis/charm/CC style spells would be easy to get without going too far. IMO the whole reason for arcane trickster is for flavor, the only thing i personaly have fun with is being able to pick pocket at range. Also if u are going to mix spells with rogue i recomend grabing a familiar and getting ur character to the point were u can benifit from the familiar with wands feat/skill combo. that way u and ur familiar are like a team of magical rogues, which can get pretty interesting.
I have an idea for a Mystic theurge but I cant figure out how I would implement it without sacrificing too much. The story is he's gona be a tiefling abyssal sorcerer who is taken in by an artifact hunting wizard. The wizard works for demons who are using him to search for artifacts that allow them to wreak havoc in the material plane. During their artifact hunt my character's master is killed and my character gets touched by old magic granting him a curse and great power(the oracle) he then spends the game balancing the knowledge he receives from his mystery and the power that calls to him from his heritage. He was going to be a Words of Power caster and the story of the character fits well into my GMs campaign story and I really want to find a way to make it work mechanically. The biggest problem I run into is the caster level vs character level. Theurge's pre-reqs need 2nd level spells for both. As a prepared caster that means 3 levels of each class then theurge, 7th level character 3rd level spells. That is pretty harsh but workable. The spontaneous caster have to be 4/4 so theurge at 9th character level with 3rd level spells. I'm really trying to find a way to offset the hit I take to spell levels but i haven't been able to find anything, especialy since i wont be gaining blood line powers or additional benefits from my mystery.
The problem i have with hardcore penalties on greifers is that there will inevitably be players who find themselves on a slippery slope even if they arent greifing. Example being character A is harassing character B in a non combat, no social way (creep stealing or some other such annoyance) player B retaliates to remove said player from his area by killing him, now he is a criminal. If the cool down on being a criminal is too long that player might find that he has to keep killing lawful players to survive. He wasnt intentionally being a jerk he just lost his temper with an annoying player. now he finds himself unable to go into towns for a month or however long it is, and players keep chasing him down.
Well so far if i understand correctly what they said their plan was,U dont gain a "level" in ur archetype until u have leveld ur skills as a prerequisite for that archetype. having said that i want to see options were u can get abilities from the other archetypes like the sniper rogue from Advance Players guide or the Spellslinger from Ultimate Combat.
Well im hoping for a sorcerer/cleric, or sorcerrer/oracle mystic theurge type character. So far i know in the core rules there isnt reall a way to make a good MT with spontaneous casters but i hope that changes for PFO. Bloodline would have to be abyssal or infernal and he would be a summoner/buffer who sommons demons and devils to do his bidding.
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I'm making a new PC for PFS1 and am looking for ideas for a 1st level build based on the character in this song. Ideas so far:
Any thoughts on how to do this? P.S. Technically he does not need to have a non-evil alignment, as our campaign has rules that are like PFS1, without that restriction.
I'm making a new PC for PFS1 and am looking for ideas for a 1st level build based on the character in this song. Ideas so far:
Any thoughts on how to do this?
In the spell description for shillelagh, I see Will negates (object). Was this removed in errata? It makes no sense. It has to be cast on your weapon, and if it is an attended weapon, that means it gets YOUR save bonus to resist YOUR spell. If it is unattended it gets no save, but can it really count as YOUR weapon if you have put it down so you can touch it with the spell? You can automatically choose to fail your saving throw, but apparently you can't make that choice for an object. Can you choose at least to not grant it your save bonus? I can't see any reason why there should be a saving throw listed for the object that is the target of this spell. Did the designers really not want the spell to work a large percentage of the time, when all it does is add +1 to hit and 1d6+1 to damage to a nonmagical item for 1 min/level?
Help me make a PC based on The Butterfly King, from The Sidekicks Initiative by Barry J. Hutchison. Because weirdness, roleplaying and comic relief, and I need a new low level character. Ideally, I'd like him to be legal for PFS 1E play. The character is almost totally inept, but what he lacks in ability he makes up for in overconfidence. His gimmick is being able to summon, command and talk to butterflies - which seems to take a long time if it works at all. He talks like Batman but fights like a wet paper bag. I'd like him to have a limited ability to summon butterflies at level 1. School familiar (illusion) seems to be out, as he'd need to be level 10 before he could have the greater school familiar feat and the ability to summon swarms. Blight druid or wizard only gets a familiar, although the druid's 5th level miasma ability is sort of like a swarm's distraction, only better. Swarm monger looked promising, but for some reason the fecund familiar choices are limited to just a few tiny creatures. Diminutive (aka weaker, more limited) familiars (like a butterfly) are not allowed, and if you somehow make the familiar diminutive, its copies when it turns into a swarm will not be. I like some of the effects of the pipes of the sewers, specifically how distance and availability impact the summoning time. Maybe a headband of some sort could be created to work similarly for butterflies. As far as I can tell, the only game effect a butterfly swarm can generate is distraction, and that with a pitifully low save DC due to the creature's 4 CON. I suppose there could be also be color changes like the fireflies in a metalseeker swarm. An effect similar to color spray might be a little more useful than the distraction ability. I was looking for a metamagic feat that changes how spells manifest (thematic spell casting), but it doesn't appear that something like this made it into the PFRPG ruleset.
I'm looking for feedback from those who have run the Cradle of Night module. About how long did it take for your players to get through each part? I'm considering trying to run this as a PFS sanctioned offering at a convention, but only if we can reasonably fit the content in the total time available. I know some multi-mods are nearly impossible to fit in 3 days of play, but there are others where you can do a section in a slot or 2. What experiences have others had with this one?
In an area covered in darkness,
Would there be any discernable difference between drow and elves? I think in conditions of light or low light coloration would be obvious, but if that is the only distinction then darkvision would not reveal the race. The creatures are the same type and subtype (humanoid, elf). Of course, if you have only 60' darkvision and are pursuing drow who have 120' range, they may see you first and leave or take cover (unless you are very stealthy).
I'm organizing PFS and SFS sessions at a convention. The session tracking sheets on the Paizo site only show PFS stuff - no SFS factions and such. Is there a version hiding somewhere that has been modified for use with SFS? Or is the best thing to print out a full tracking sheet from each scenario, quest or special?
After getting beat up by a wight whose behavior was written as "not to pursue", the PCs retreated, left the dungeon and rested overnight - coming back healed up and refreshed. There is no evil cleric in the dungeon to hit the wight with negative energy. Does the creature also regain hit points overnight? Have you seen a rule on this anywhere? In the absence of anything to the contrary, I think it should regain hit points just like a living creature. It is not a construct, and I would think the force that brought it to unlife would slowly creep back in unless it is destroyed.
What is intended by "normal speed" in the descrition for this item? Does it remove all speed penalties for moving over snow and ice, or does it just eliminate tracks and falling chance at the "normal" (reduced) speeds? Also, if the terrain is otherwise open (except for ice or snow of any depth), does it mean you can use running movement rates? Do these boots remove only the movement penalties or do they actually make it so these surfaces are no longer difficult terrain for the wearer?
With wizards is it often useful to buy a scroll of a spell that is a level higher than they can't currently cast, and use it if needed, risking only a small spell failure chance. But alchemists can't use spell completion items like scrolls, and I thought I read that wands for "spells" that only appear on alchemist's extract list don't exist because they can't craft them without a caster level and wizards don't have access to spells of the same name. I'm not sure if brew potion has a similar limitation, or if potions and wands both exist via the assistance of master craftsman. What I'm really looking to determine is if there is any way that a 5th level alchemist (who normally only gets extracts up to 2nd level) can obtain a 3rd level extract, and somehow use spell slots and the infusion discovery to make infusions for other party members. Basically is there any way to supply such items to the rest of the party for an average cost that is less than buying potions. The spell in question is on the wizard list, so wands and potions are possible, but I want a use-activated item for non-casters and I'd like to know if there is any more economical way than potions to accomplish multiple castings. AFAIK there is no way to do this. Items that increase your caster level exist, but I don't recall any that increase your class level or open up higher level slots. Metamagic rods could get you a higher level spell but I don't think those work for alchemists and even if they did they don't give access to spells with higher base level (only modify level of spells you can already access).
I'm thinking about creating a scenario where people play Scooby and the gang using PFRPG rules and pre-generated characters. I want Scooby to be an awakened animal and a full-fledged PC, and the other characters to have abilities and flaws similar to the rest of the gang. All the humans should have at least one level of investigator, with appropriate archetypes. PC level probably about 3rd so dips into other classes are possible and there are some interesting feats and class features. Characters will have almost no magic or spells or weapons or armor, but typical wealth and mundane, alchemical, occult and tech items that fit the iconic characters. They should also have spent a good portion of wealth on items like books, trap making equipment, a vehicle and stashes of food. I'm looking for suggestions for character builds, if any of you are inclined to share your ideas. My goal is to match iconic character abilities, skills, equipment and behavior as much as possible for roleplaying - with a group that relies mostly on their wits and luck to solve mysteries and doesn't have the typical capabilities of a party that regularly engages in combat. Once I've settled on the character builds, I'll develop a familiar story with each act incorporating a classic opponent of appropriate CR.
Say a PC sees a bunch of baddies and decides to charge in and slash at one with his sword. If during the move to close he encounters the perimeter of an aura, does he have to stop there and make a saving throw, potentially ending his move action and denying his attack action? It seems to me the aura should only take affect once you start your turn within its boundaries. Most say save each round which suggests you need to be in there for the better part of a round before it can affect you. If it can immediately interrupt turns I think closely spaced groups of creatures with auras could be easily overpowering; multiple chances to fail before you get a chance to do anything to reduce opponent numbers. Yes colony of Seugathi I am looking at you - if I can even see you before I stumble into the range of your auras.
I am planning to offer some modules again at an upcoming convention. We have no problem triple-slotting modules that need it, but would some of these typically finish in less time and be better suited for 2 slots in the schedule? We will have 5 hour slots or 4.5 with breaks. How many hours have you seen the following modules take to play? 1-2 The Godsmouth Heresy
My giant chameleon companion has +20 to climb and can move on ceilings without a check (taking 10 under any conditions). In a room 25' high it could move on the ceiling and still reach medium opponents on the ground with a tongue attack (15' reach plus 10' creature height). So let's say it snags someone by making a tongue attack and then succeeding on the grab CMB. That is supposed to bring the opponent to an adjacent open space. How about one of the nearby ceiling spaces? Is this legal? To carry it further, then release the grapple as a free action. Shouldn't that drop the creature 20' and leave them prone on the ground after falling? And allow the chameleon AoO as it falls out of a threatened square/cube (5' reach with bite)? Furthermore, with combat reflexes, could it make three AoO: one when leaving the cube at the ceiling, one when leaving the cube 5' down and one more when leaving the cube 10' down (before it falls out of reach of the bite)? Seems a bit crazy, but would RAW allow this? A successful touch attack and combat maneuver opening up 3 bite attacks plus 2d6 falling damage? To stretch it even further, how about boosted DEX for more AoO? When the opponent falls out of reach for the bite, snag him again with the tongue and pull him up for another set of chomps. The ultimate in playing with your food, with the opponent going up and down like a yo-yo until you run out of AoO and let him fall to the ground. My gut feel would be that a successful bite attack would slow the fall and reduce the falling damage by the amount due to the distance fallen to that point. And possibly that lifting the opponent vertically would allow an attempt to escape the grapple, much like moving an opponent into a hazardous location does with a maintained grapple. The opponent weight probably limits the ability to perform this maneuver more than the usual size limit (equal or smaller size category). If it is sufficient to push the chameleon beyond a light load, then a climb check penalty applies and the chameleon would no longer be able to move on the ceiling by taking 10. With STR 19, the light load limit is 350 lbs, which would probably limit this to medium or smaller opponents (or possibly none if already carrying a rider).
I'm considering having a pirate themed event, and possibly a session that is only open to swashbuckler PCs. Any ideas on what might be some of the best choices for the latter? I've seen quite a few PFS scenarios with pirates or ships, but I suspect there are several other good options out there which I've yet to consider.
I'm looking at a build taking a 1-level dip in barbarian (savage technologist) and a wizard with air elemental school. The initial thought was to get the fast movement and extra HP and to not suffer AC penalties if the character runs out of spells and has to rage. But can the supernatural ability Lightning Flash be used while raging? I'm imagining the character charging into the nearest crowd of baddies and explosively discharging electricity all around. If this can't be done, I'm a bit at a loss to come up with the build. I had not really planned for any great skill with a weapon - thinking of something more like Marvel's Storm, unleashing wind and electricity when she loses her temper.
For my next character, I plan on making a Bard, and I'd like him to have a troupe of back up singers. Is there a vanity that would best fit this concept? I suppose I could have them be a bunch of heralds, but am wondering if there is something more specific. I also plan to have a signature song for each spell or ability that requires perform (sing), and have an audio clip on my phone that I can play when it is his turn to act. With the small number of spells known, I might need to cycle through a couple of song choices per spell or ability to keep this fresh with repeated use. The initial focus for spells known will be enchantment/charm spells, and I already have a few clips teed up. I'm sure I'll get a few other spell/song suggestions in response to this post. If I use your idea, I'll try to give you credit in game.
We are thinking about adding one weekend a month to our local play schedule, focusing on the Emerald Spire. I'd like to know what folks are seeing for typical run time for each of the levels. Can you make it through the sanctioned content in most levels in 4-6 hours, or should we plan on extended or split sessions? Of course, I'd like to complete levels without having to split them up over multiple sessions (and all the keeping track of people who attend one session but not the next). But if levels run much longer than 4-6 hours it would require me to make special arrangements with the hosting gaming stores or move the games to private venues.
Has anyone seen anything recently about upcoming holiday boons? I've happened upon a few of these in the past and am wondering if anything might be planned that coincides with an upcoming convention. I did find this wiki of Golarion holidays, but they obviously all don't result in boons. What I'd really like to see is some temporary boons that only apply during the feast day or festival week, if the occasion is celebrated in the region where you are adventuring (or, if a religious holiday, if you follow the corresponding deity). Granted that would limit when and where or by whom the boons could be used, but the upside is they could all be created one time and re-used year after year only when, where or with whom they apply. Of course, the expiration idea might require sort of the opposite of the current boon usage - you'd have to receive the boon as you are seated at the table, because your next session might not be until the festival is over. Or it could just be a convention-only thing: after you play one session you receive a boon that just lasts until the end of the holiday or for the weekend or for one week.
I'm starting a new Kitsune PC as a cavalier, Order of the Lion, and planning to make him a bit like Disney's Robin Hood. Is there any NPC king on Golarion with a similar story to King Richard the Lionheart (away on a crusade while his brother usurps power and rules unjustly)? I want to have the character be loyal to the true king and his subjects, but not to the illegitimate authority of the interim ruler(s). I also plan to take the standard bearer archetype, which gives the banner feature at 1st level and saves mount for 5th level. I may skip the mount entirely for a while and take some levels in ranger (picture a badger companion named Tuck or a bear named Little John or a favored enemy that includes wolves/sheriffs). Faction will be Andoran, and traits will add some class skills not normally allowed for cavaliers, to make use of increased DEX and CHA. Basically a rallying figure with teamwork feats, some deception capabilities and skill with a bow. And the ability to challenge and embarrass unjust leaders/opponents. Any help with a sovereign that fits the campaign setting and the PC concept would be appreciated. If there isn't a good analog, I could always have the PC be deluded into thinking there really is a King Richard he is fighting for, away on some crusade and unknown to everyone else (the other PCs, NPCs and the current local authorities).
I have a boon that will allow my Nagaji Paladin to take a Giant Chameleon for a mount. Sounds cool, but I haven't used the rules for mounts or animal companions before. In the Divine Bond description for paladins, it says "This mount functions as a druid's animal companion, using the paladin's level as her effective druid level", and the Nature Bond feature of Druids it says "an animal companion's Hit Dice, abilities, skills, and feats advance as the druid advances in level." The base creature is 4 HD and my paladin is level 6. Do I just apply the differences in the table between level 4 and level 6? What about the "special" column, skills and feats - do I add everything there up through level 6, or again just the difference going from level 4 to 6? Seems like Link, Share Spells and maybe Evasion should be added no matter what, but a 4 HD creature already has some feats and skills and maybe an ability score bump. And do I automatically increase the INT score to 6, as that is the listed minimum for a bonded mount?
Looking at the differences between boots of elvenkind and boots of striding and springing, I'm wondering if there is an upgrade path between the two that would involve just paying the difference. The effect of boots of Elvenkind is a +5 comp bonus on acrobatics checks "allowing wearer to move nimbly about in any surroundings". Would you rule that as +5 on all acro checks, or only moving through threatened squares and across narrow/uneven surfaces (not on falling or jump checks)? Striding and Springing increases base land speed by 10', but also grants ability to jump with a +5 comp bonus on acrobatics checks.
The basic question - are the uses of the two types of boots mutually exclusive (one for speed/jumping and one for other types of acrobatics), or is one simply a greater version of the other? Boots of Striding and Springing are about twice the price of Boots of Elvenkind, and the increased speed enhancement might be viewed as an adder to the +5 acrobatics bonus. But I think the intention may have been to have the effects be exclusive and only apply to different parts of the acrobatics skill. In 3.5 there were different skills for balance and jump, and elven boots didn't affect either of them (they affected move silently skill while an elven cloak affected hide skill - both now part of stealth).
Rock-Con is THE annual regional gaming convention for players in Rockford, IL and the surrounding area. This year we welcome you to celebrate Rock-Con’s 40th anniversary October 25th-27st 2013! The convention features historical and fantasy miniature gaming, collectible miniatures, role playing, collectible card and board gaming events covering the entire spectrum of adventure gaming. The Rockford Pathfinder Society is making its 2nd appearance at Rock-Con this year. We plan to have activities all weekend long, for all age groups and player experience levels. From the Pathfinder Beginner Box demos to the introductory scenarios released this year to Pathfinder Society Organized play scenarios and sanctioned modules, we'll have many ways for you to get involved in the exciting world of the Pathfinder RPG. Friday night we are running the Year of the Shadow Lodge special.
You can check out Rock Con online here. Also, the PFS schedule for pre-registration is on warhorn. And finally, here is the PFS event #. Come join us for some fun!
I created a game day event for our local group, for a day where I unfortunately was unable to attend. I gave the GM a tracking sheet prior to the event, including the event number. The plan was for him to give me the sheet so I could enter it - but there is a time crunch and we may not meet to exchange the information at the previously planned time. Can the GM view that event number and report his own session under it, or do I have to do the online reporting if I want it to appear under than event number? If not, I'm sure I could get the info via phone or email, but I'd like an answer to this anyway. I don't know what the event options (online screens) look like for anyone other than myself. Another option would be for him to create his own event and enter it there - but that doesn't give me an immediate check to make sure the reporting was done. If I start the reporting and assign him as GM, would that affect his ability to report the remaining results of that session?
I'm running Black Waters in a couple of weeks, and I have a question about the prestige awards. The Guide to PFSOP says that scenarios with 2 faction missions allow one PP for each faction mission successfully completed. This scenario does have two faction missions for each faction. Does that mean that the primary mission is unimportant for purposes of prestige? (I suppose there is some chance to fail to complete that) Perhaps the thanks of VC Drandle Drenge is reward enough, even if it doesn't equate to faction prestige. This is the first one I've run with dual faction missions, and I just want to make sure I have it straight so I can emphasize it to my players. It looks like it will be a little bit harder for everyone to earn full prestige on this one.
I'm organizing some PFS events for a fall convention. The schedule on Sunday is short, only 8 hours, and a bit tight for trying to fit in two scenarios back to back. I was thinking about the following module choices to cover a variety of PC levels. Are any of these likely to get us in time trouble if we only have 8 hours? I could require that GMs come with maps pre-drawn if that will significantly reduce the time or help keep it within the limit. (1-2) The Godsmouth Heresy
Any advice or run time experience would be appreciated.
I'm leveling up my Wayang Sorceror/Ninja and I have 9 skill points to spend. I'm thinking about taking another rank in linguistics and another language, and I see that the racial options for additional languages include Samsaran. Has anyone EVER seen a scenario or PFS play opportunity where having skill in that language would come into play? The life/death nature of Samsarans might have an interesting fit with this unusual character and his undead bloodline, but I don't really want to throw a skill point into something that will never come into play. Something like Goblin or Draconic might be a lot more common, but a lot of other PC races would have access to those languages. On a related note, are the racial "bonus" language lists only for selecting extra languages at the start due to high intelligence?
In addition to the 4 BB bash demos already available, I see that 5 new scenarios have been added to the GenCon lineup for this year - with the idea of advancing BB PCs to level 3. I'm thinking of adding a kids' track at a convention in October. Does anyone know if the new scenarios will be made available after GenCon, and when? I haven't seen anything yet that says when these would be available for either free download (hopefully) or purchase.
I was thinking about running one of the specials at a convention this fall. I looked at the reviews on several of them, and I didn't find enough information to really help me decide. I'm expecting that we might get between 4 and 8 tables playing at once, depending upon where we drop this in the schedule. Does anyone have a list of the minimum and best number of tables each special requires? I haven't played any of these yet, but am considering taking part as a player in this year's special at GenCon, to get a feel for this type of event. So I don't know what sort of boons or chronicles each provides. With Shadow Lodge going away, does Year of the Shadow Lodge still make any sense to run? My local group is playing a lot of the older scenarios, but I don't want to offer something so outdated that it is partially or completely obsolete. I also did not see a special for seasons zero or one. Am I correct to presume that there weren't any, and the only ones I'll have to select from this fall are seasons 2, 3, 4 & 5? At the moment, I'd lean towards season 5 (hoping the process has been refined, and considering some of the mixed reviews on the previous ones). Any tips or advice for making one of these work well at a smaller convention?
I have a boon that allows me to play a Nagaji PC, and with the STR and CHA bonuses I chose to play a Paladin. The race has a feat available that allows spitting of poison as an attack. Is this really against the code of conduct for a Paladin of this race? It doesn't seem like a natural attack form should be considered so. What is the official rule, and what do you think it should be in this case?
The players are getting near the end of the battle and they have established flanking positions around an unfortunate opponent in the prior round. A character with sneak attack class ability and two weapon fighting indicates that he can make both attacks and do sneak attack damage twice if he succeeds. I've seen several posts indicating that many players and (possibly fewer) GMs interpret the rules that way, but I haven't found an "official" ruling on this. It "feels" wrong to allow it, but I'd like to know what the official PFRPG position is on this question. It pertains to something that actually came up in a PFS game I GM'd. While I personally have a couple of PCs who can sneak attack, I am still not in favor of stacking precision-based damage in one round. This is a special case of the full attack action (a PC could get multiple attacks from two-weapon fighting, high BAB or other reasons). Although the PC is entitled to a full attack in this case, I don't feel that he could score precision-based damage more than once. Missile attacks (c.f. Manyshot, Double Crossbow) seem to indicate that precision damage can only be applied once using these full-attack actions. Similar text about precision damage does not appear in Cleave, presumably because that multiple attack feat would more likely be used by fighter types and not sneaky types. There are comments in Vital Strike and Critical Hits which indicate you don't get precision damage more than once when extra dice are rolled in those cases. There is a feat in UC called Sneaking Precision, which suggests to the contrary (that you can successfully sneak attack more than once per turn), but I don't see how this could come into play in PFS, as the prerequisites (BAB +9 and another feat requiring BAB +9) would not be met by a character with sneak attack and level 11 or under. Technically, the rules for flanking say you can do it "when making a melee attack", which is not the same as "when making a full attack". Per the actions table, a full attack is not the same as a series of melee attacks (the first is a full-round action while each melee attack is a standard action). The distinction is important if you think about the timing and the fact that PFRPG is a "facingless" game: Remember that a round is only 6 seconds long. Not a lot of time to land multiple precise attacks. The flanking ally (unless he has many attacks also) will only distract the opponent for part of that period, especially if the opponent starts taking a lot of damage from another direction. If the multiple attacks occur at different times, only one should get precision damage for this reason (most likely the first). Once the sneak attacker has drawn attention to himself, the defender could pay more attention to him for the next few seconds in that round. I think the spirit of the rule was for flanking to provide a momentary distraction to allow one precise hit (per sneaky attacker), not to make an opponent totally unable to defend from multiple sneak attacks from two directions. The +2 to hit bonus for flanking matches the average used the average used in D&D 1st ed., where facings came into play: opponent in front had no bonus, back-stabbing thief had +4. Worst case you could choose which flanker to turn your back on. But what if you have a two weapon fighting style? Can both blows land simultaneously and do sneak damage? I'd say no. Firstly, that precise spot that appears in a quick moment can only be occupied by one weapon at a time. You can't drive two swords or rapiers through one weak spot in the armor and into a small vital organ (heart, brain, etc.). And even with ambidexterity, unless the PC has two heads he can't see well enough to target two different vital spots simultaneously as precise attacks. The off-hand attack (by definition of off-hand) would receive secondary focus and should only do normal damage. For it to do more damage should only be by random chance (normal critical hit chances).
I was trying to think up a unique character concept for a new PC and my brain took a leap a couple steps left of unique and came up with a bard that is somehow limited by a vow of silence. I thought I might do something to get around this using metamagic, but I see that the silent spell feat is not availabe for bards. I was sort of going for a bard who didn't talk or sing, but played many types of music and maybe even made music through some strange magic that converted his somatic gestures into sound. Does anybody have any ideas for a character build that could actually do something like this? Maybe some sort of monk/bard mix with some magic that helps him to partially get around this limitation? Is there a way to have a vow of silence that doesn't totally ruin a bard? Perhaps some spells or items or feats I haven't considered, which might make this workable? It certainly would be unusual, and the limitation could at least generate some humor if it isn't totally crippling.
In my last session, the party did not have a healer, and at the end of the scenario, two players were unconscious but stable at -3 and -9 HP. I know we need to clear conditions like diseases and curses and poison or carry them into the next scenario, but what about unconscious condition, subsequent disabled condition, and HP loss in general? Do PCs need to use or buy potions (or spellcasting) of Cure Light Wounds or similar healing magic? At what point do we say everything that needs to be cleared has been cleared, and the PC will heal up fine in time for their next adventure? Do they need to be merely stable, conscious, at positive HP, or fully healed? If they need to clear the disabled condition, that could take several days via natural healing, depending upon how far down they were. Do you just ignore time for this and for consciousness rolls and presume the time passes and all the damage clears before you leave the table? Seems like there should be some penalty for ending a scenario in this condition (in serious need of healing or attended recovery). One suggestion was a penalty to day job rolls, -1 per day in the disabled condition, but of course that would only penalize PCs who have day jobs. But having to buy potions or spells seems too severe, considering that healing costs are generally ignored between sessions for PCs that have positive hit points and are not in the disabled condition. Such characters will heal up in a few days to a week, depending upon their HD type, but characters in the disabled condition will take a little longer (possibly over twice as long, at first level with near-death damage and no CON bonus).
Can someone confirm the rules for buying magical ammo in PFS OP? My PC's current fame only allows purchases up to 1500 gp. Darts for his blowgun cost 5 sp for a set of 10, plus another 60 gp to make 10 of them masterwork. To make ammo +1, it says the cost is +2000 gp for 50. Do I have to buy that in groups of 50 (thus needing higher fame), or can I apply the +1 to a batch of 10 masterwork darts for +400 gp? This is for a ninja with sneak attack and poison use, so the darts have other benefits besides their base damage - but only if they can hit. I'm hoping that the rules allow less than a full 50 to be purchased. Otherwise, why not just enchant the blowgun for 2000 gp and impart its bonus to the ammo?
I'm looking at the max gold on the chronicle, and it doesn't seem to include a potential "tip" the PCs can earn for stellar performance in Act 3. If they earn this, am I supposed to add that amount as a bonus to each chronicle sheet? I don't see any other way to incorporate this in the player awards. On a related note, if this changes the Max Gold award from what's listed on the chronicle, do I as the GM get the higher gp award?
My ninja character is about to begin using some poisons, and I have a question about what happens when an opponent misses a save and then later is "cured" by making a subsequent save. Does that second save mean he is no longer taking damage (and must heal things like ability damage via the normal means - time or spells) - or are the effects totally removed, abilities back up to full, etc.? I had thought the former was correct, but the wording in the poison section of the PRD is "cured". The wording in the ability damage section says "unless otherwise noted, ability damage heals 1 point/day". Does "cured" in the poison section qualify as "otherwise noted"?
For my first two characters, I've done fairly well using the PRD and the Guide to PFSOP for character generation and advancement. But neither seems to have a comprehensive list of all the ways can spend prestige to improve your character or make it more interesting. Anybody know of anyplace where a list or table of these is posted online? Or will I have to bite the bullet and go get a copy of the Field Guide in order to understand all the ways that prestige is intended to be used in PFSOP? And is that the only source other than the Guide to PFSOP - or is there any other approved list of ways you can spend prestige?
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