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Goblin Squad Member. FullStarFullStarFullStarFullStarFullStar Venture-Lieutenant, Texas—Dallas & Ft. Worth 3,086 posts (3,130 including aliases). No reviews. No lists. 1 wishlist. 23 Organized Play characters. 6 aliases.


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Liberty's Edge *****

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BigNorseWolf wrote:
CigarPete wrote:
BigNorseWolf wrote:
Davor Firetusk wrote:
Yes though it is a strong trade-off to do all those feats by then. You can go very Nova, but will very quickly run out of bombs.
Something i don't see alchemists doing nearly enough is since you have point blank precise rapid shot anyway is doing archery on the mooks to save bombs for novaing the wizard.
Alchemists only get prof with simple weapons, so would either need to invest a feat or take the Grenadier archetype to give proficiency with Long bow.
The downside to the grenadier archetype being...

Those pitiful grenadiers can’t take the mindchemist archetype. They are stuck as relative morons.

Seriously: grenadier is a fun archetype and certainly a powerful one to play. The main downsides are that it blocks off a fair number of other archetypes and that you get less bombs (with the PFS rule of extra bombs replacing brew potion). Nobody’s going to complain about a player with a grenadier, but it isn’t a “must take” archetype.

Edit: Curse your ninja skills, Auke. We seriously both went for the same example?

The Exchange ***** Venture-Lieutenant, Texas—Dallas & Ft. Worth aka Belafon

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I would need to dig into the Community Use Policy (and applicable law) to be sure, but I think enterprising players could build their own electronic boon tracker.

Presuming the “HeroLab Code” box is going to contain a unique identifier for each scenario to make the boons appear for that character, there’s no technical reason a free tracker couldn’t reference the same codes.

Personally I’ll probably stay analog, but a fair amount of people would probably like a digital tracker/slotter.

The Exchange

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With the understanding that Starfinder is not Pathfinder...

If you hunt around on the boards you can find advice from actual Paizo designers on what usually makes a good rules mechanic. Most of it is in the form of "Don't do this!" I think Sean K. Reynolds was probably the most prolific poster among the designers.

One of the many no-nos is "No item or feat should duplicate a class feature."

There are examples of Paizo breaking this rule in their own published material, of course. But the general idea is that class features are what makes classes unique. If you add a Remote Hack feat, why not a Trick Attack feat? Or a feat that gives anyone a single Envoy Improvisation.

That's not to say you can't do this in your game. If it is necessary in your game, absolutely do it. If it's not necessary but is desired, you can still add it but you probably want to make it more expensive. I'd probably do something like this

Remote Interface wrote:

Prerequisites: Computers 5 ranks, Amplified Glitch

Benefit: Once per day, you may attempt to hack into a computer wirelessly from a distance of up to 20 feet. You must use a computer with a Range I (or higher) upgrade module to attempt the hack. Interface protocols vary from device to device, so the time required to perform this hack is doubled. If the hack attempt is interrupted, it still counts as your use of this ability for the day. The hack attempt otherwise functions as a regular attempt.

Improved Remote Interface wrote:

Prerequisites: Computers 7 ranks, Amplified Glitch, Remote Interface

Benefit: You may use the Remote Interface feat up to three times per day and your range improves to 30 feet.

The Exchange

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BigNorseWolf wrote:
I think orders is really only useful on the pilot isn't it?

Completely situational.

Greatly depends on the size of your crew. The smaller the crew, the more likely you are to give orders to someone other than the pilot.

If you're taking a lot of damage you may want to have the engineer divert and patch in the same round. You may want the science officer to rebalance shields and lock on to the biggest target. If you don't have many gunners, you may want to have the same gunner shoot an aft weapon at the ship tailing you while broadsiding the big target in front. Or just shoot twice so she isn't taking the Fire at Will penalties. Having the pilot able to stunt and Maneuver or Full Power in the same round is often useful.

Starship combat can break down into a solitaire game quite easily if one player continually comes up with a grand plan and tells everyone else what to do each round. Can be fun, especially if it's a group of friends and the captain has the plan. It can also be quite annoying when that one guy keeps trying to "play your character."

The Exchange

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Whether you are a fan or not, the paradigms inherent in the design of the item rules and wealth of Starfinder are “buy new; don’t upgrade” and “you can’t afford new weapons and armor every level.”

Power armor upgrading is a decent compromise to let you keep using an armor with a unique ability a little bit longer than you normally would before replacing. It isn’t a good deal financially. If it was a good deal (or just a break-even deal) it would have shifted the whole monetary assumption of the game.

I’m personally not a fan.

The Exchange ***** Venture-Lieutenant, Texas—Dallas & Ft. Worth aka Belafon

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Bob Jonquet wrote:
Paizo has explained that the old process of giving gift certificates created accounting problems which are at least in part a legal issue.

The way my accountant brother-in-law explained it to me:

Businesses that sell gift cards can book the revenue from the sale immediately, however they have to track the total outstanding gift card amount as an expected future cost. He used some accounting terms and reasoning at this point and my eyes glazed over, but if I understood correctly the takeaway was that they have to carry a certain amount of reserves fenced off for covering the redemption of those gift cards. If the cards get lost or simply don’t get redeemed they still have to keep carrying that reserve.

The particular problems with the gift certificates as convention prize support are: 1. With randomized distribution a decent percentage of them are going to people who are trying the game out and will never visit Paizo.com, much less buy something, and 2. Not all organizers were diligent about returning gift certificates that were not given out.

Coupons - which the newer vouchers act as - aren’t subject to the same requirement.

The Exchange ***** Venture-Lieutenant, Texas—Dallas & Ft. Worth aka Belafon

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Puts on “reads too much” hat.
Puts on “tread carefully” shoes.
Shouts that he’s not belittling anyone.

Before going down the trigger tag path I would encourage the responsible parties at Paizo to pursue the available academic research on the subject. Unfortunately there is very little published so far, but some data suggests that trigger warnings may be counterproductive. Other research says they can be helpful to people with severe post-traumatic stress. I’m not bashing trigger warnings, but I’m not praising them either. I just want to make sure the end result is more positive than negative.

*****

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Also, why can no one ever get our name right?

The Exchange ***** Venture-Lieutenant, Texas—Dallas & Ft. Worth aka Belafon

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There have been several related threads and in at least one we’ve gotten specific direction that Campaign Leadership considers chronicle fishing to be against the spirit of the game.

Mark Moreland wrote:
As has been stated upthread, the Pathfinder Society Organized Play campaign is one in which we hope that players are not reading ahead (either adventures or Chronicle sheets) in order to cherry-pick adventures based on a checklist of monsters they'd like to encounter or equipment they'd like to receive. As such, we consider discussion of such spoilers to be against the spirit of the game.

The Exchange ***** Venture-Lieutenant, Texas—Dallas & Ft. Worth aka Belafon

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Redgar's ACG Characters wrote:
I meant the chronicles that 'recharge' stars mid-year for continuing to GM. We've had permission to keep filling those in for years, and I understand that nothing is changing w.r.t. existing replay methods?

You can only activate a maximum of one Star Recharge boon a year.

If you are a 3-star GM :
You get three replays. Those do not ever automatically refresh. When you use them they are used.
You can activate one Star Recharge boon per year, giving yourself 3 replays (assuming you do the requisite amount of GMing).

The Exchange ***** Venture-Lieutenant, Texas—Dallas & Ft. Worth aka Belafon

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Thurston Hillman wrote:

That time I ran a scenario that involved some wrecked vehicles, and one of the PCs explained how they were a Starfinder Forerunner who could "Fix Anything". At that point, I realized "HUH.... yeah, this is such a niche ability, that you can TOTALLY repair that ATV vehicle."

Just a fun moment of "Oh damn, the player has outplayed my writing!"

This moment kept on giving to me both in the long and short term.

Long term, I proudly point to this moment every time someone complains about the fact that every single one of my characters has archetypes instead of (as they complain) "the good abilities."

Short term, what happened right after that was very amusing as well. Thursty knew the Field Fix ability, but he didn't remember all the details off the top of his head. After a very short drive in our recently repaired vehicle we start taking weapon damage:

Thursty: "It hits! How many Hit Points did you give back to the vehicle?"
Me: "Six."
Thursty: "Sixty what?"
Me: "No, six."
Thursty: ". . . Oh." (I swear I could actually see him mentally revising his estimate of how much the vehicle was going to alter his careful writing far, far downward.)

The Exchange

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Vanessa Hoskins wrote:
We're doing some mock combats so we can learn each other's strategies and become more effective.

That is some dedicated planning.

John Compton wrote:
Belafon wrote:

I will be shenaniganning my way through champion mode!

Now the important question... alchemist, cleric, or Prophet of Kalistrade? Since I’m absolutely sure this scenario will be all about social interaction and high-complexity market trends, I’m thinking the Kalistocrat.

Kalistocrat! Kalistocrat! Kalistocrat!

Well, if the developer says I should bring that character, guess I have no choice.

Vanessa Hoskins wrote:
If you're there mid-day on Thursday, come find us and join in. We're doing some mock combats so we can learn each other's strategies and become more effective.

In case I don't make it, my combat strategies go something like this:

"I'm looking for someone with your particular skillset to lead my one of my trade caravans. I'll give you 3% of the profits each run and a 200gp signing bonus. Of course that does mean you'll have to stop threatening us with that big sword."
"A master spellcaster such as yourself shouldn't be stuck in this dungeon. Have you calculated how much you can make setting up shop in Druma and providing teleportation and plane shift services? I have, and it's a lot more than what we're carrying. Repeat customers - that's where the real money is."

Second Seekers (Luwazi Elsbo)

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Hard Mode activated!

Belantria returns to the Perplexity a year after his first visit. He hopes this one will go better but knows it won't.

The Exchange

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Arcane Bloodline (and others) wrote:
At 1st level, you gain an arcane bond, as a wizard equal to your sorcerer level. Your sorcerer levels stack with any wizard levels you possess when determining the powers of your familiar or bonded object. This ability does not allow you to have both a familiar and a bonded item.

Stack. You don’t get another.

The Exchange ***** Venture-Lieutenant, Texas—Dallas & Ft. Worth aka Belafon

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With the launch of Pathfinder 2 in August of 2019, Paizo will stop producing new PFS scenarios for Pathfinder 1. All scenarios released past that date will be for Pathfinder 2.

However there is no cutoff date past which you cannot play PFS1 scenarios. As long as people want to play them, GMs and VOs can schedule them. So the answer is “PFS1 will be available as long as your local lodge keeps scheduling the scenarios.”

The Exchange ***** Venture-Lieutenant, Texas—Dallas & Ft. Worth aka Belafon

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Fate of the Scoured God is for Levels 1-10 but has a 9-12 Tier?

The Exchange ***** Venture-Lieutenant, Texas—Dallas & Ft. Worth aka Belafon

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Core Rulebook page 459 wrote:

Magic items produce spells or spell-like effects. For a saving throw against a spell or spell-like effect from a magic item, the DC is 10 + the level of the spell or effect + the ability modifier of the minimum ability score needed to cast that level of spell.

Staves are an exception to the rule. Treat the saving throw as if the wielder cast the spell, including caster level and all modifiers to save DCs.

The Exchange ***** Venture-Lieutenant, Texas—Dallas & Ft. Worth aka Belafon

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Boons through 1-37 are available. (1-34 and 1-35 have been available for a while, but I missed posting an update here.)

The Exchange

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1. You are correct, there is no 9th level cure/inflict spell.

2. They get mass heal as an 8th level spell. Domain/mystery/bloodline spells are of the level they are gained at for that particular character, even if they are normally higher or lower level.

The Exchange ***** Venture-Lieutenant, Texas—Dallas & Ft. Worth aka Belafon

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I really enjoyed John listing all the ways he trolls Thursty. Gave me some great ideas.

The Exchange ***** Venture-Lieutenant, Texas—Dallas & Ft. Worth aka Belafon

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Steel Hound is not PFS legal.

Check the Additional Resources page to find out if an item you wish to use is PFS legal.

Since you are first level you can "Freely Rebuild" your character as described in the RPG Guild Guide. That means you can change to whatever legal class/archetype you want and change anything else including feats, race, traits, and even money spent.

LOL. This goes for 2 and a half hours with no reply, then Christian and I post within 45 seconds of each other :)

The Exchange ***** Venture-Lieutenant, Texas—Dallas & Ft. Worth aka Belafon

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Let's look at this from two different angles. What interpretation of the ability makes sense and what is the literal parsing of the text?

IF all of the benefits of renown were based on being with one mile per level of the community, then what would be the reason for increasing the size of the communities with Great Renown and Incredible Renown? Great Renown lets you choose two communities, so there's a benefit there. But why does Incredible Renown increase the population limit from 5,000 to 25,000? If it was all based on radius, why is this necessary? It wouldn't be. The population limits go up so that more people are familiar with your social identity and so that more people view you with an improved attitude.

Using a literal parsing, the last sentence of the first paragraph is key. "Once he has gained renown in a community, he gains a +4 circumstance bonus on Intimidate checks whenever he is in his vigilante identity. This benefit applies only when he is near the community in which he has gained renown; he must be within a number of miles equal to his vigilante level."
1. It specifically says "This benefit" (referring to the intimidate bonus), not "these benefits" (which would indicate more than one benefit).
2. It specifically says that the renown was gained in a community. Your area of renown cannot be both "a community of 200" and "anywhere within 1 mile/level of that community."

The Exchange ***** Venture-Lieutenant, Texas—Dallas & Ft. Worth aka Belafon

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In my vigilante’s career I think I had time to establish renown exactly twice. Most mission briefings are “Welcome to City X! We need you to travel to Town Y for an important mission.”

Be sure to pay attention to the population limits for your renown level as well. Absalom, for example, has a population of over 300,000! The base renown limit of 200 people isn’t going to go farther than a block or two.

As a GM, if the mission is taking place in Absalom I ask the player where their renown is (what district). After the briefing as long as it’s not a “Drendle Dreng wakes you in the middle of the night” mission. If they have incredible renown, I let it apply for an entire district. If they have regular or great renown, then I will arbitrarily decide that one (and only one) encounter is in their area of renown as long as at least one encounter takes place in that district. Give the PC a chance to benefit, even if it’s not really probable that the one encounter in the Coins happens to take place within the radius of the 200 people that have heard of him.

The Exchange

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OK. Found it, and it looks like you CAN take the 1/6 additional arcana FCB. It looks like it's one of those notrattas that comes about when the design team says "It's clear to us so it doesn't need an FAQ." Unfortunately that means the explicit clarification ends up buried in a messageboard thread somewhere.

Related Point: Can I apply the aasimar or elf oracle's favored class bonus to a revelation I do not yet have? Can I do so for the aasimar bard’s favored class bonus?

No, when choosing which class feature’s effective level to increase, you can only select a feature that you already have. For example, an aasimar flame oracle cannot choose to improve the wings of fire revelation with her favored class bonus until she actually gains the revelation at 7th level or beyond; she could not start augmenting it at 1st level.

This isn’t actually a new rule. It’s just a clarification that I confirmed with the design team because it seemed that some folks were assuming otherwise.

Which is where "you can't take the FCB until you have the feature" came from. But much later in the thread, designer Mark Seifter made another clarification:

If we did a FAQ, it'd be possible to separate out gaining a fraction of a new thing you don't have any of yet from modifying something you don't have.

For instance, with this hypothetical FAQ, gaining 1/6th of a revelation and then using that to at level 7 pick up a revelation that requires level 7 would be fine, but giving yourself bonuses preemptively with the revelation you don't have yet wouldn't.

His example isn't great - and refers to a FAQ that was never published - but it seems that you CAN take an FCB to get 1/6 of a new arcana even if you don't have the arcana class feature yet. But you couldn't choose one that modifies an arcana (such as the dwarf FCB to increase the number of uses of a specific arcana).

The Exchange ***** Venture-Lieutenant, Texas—Dallas & Ft. Worth aka Belafon

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Thurston Hillman wrote:
Dracomicron wrote:
I loved the 1-31 practice of having variable DCs based on the size and level of the party, as well as building scaling success into the checks.

Do people agree with this sentinment? I've had a lot of feedback in PMs/messages/conventions that points me to believe that GMs prefer all their DCs listed inline in a scenario.

So, I'm curious as to what the prevailing majority would like to see...

I think the scaling DC info boxes work great as long as the inline text has a clear reference.

On a related note, I really like it when there is a single page “GM aid” in the appendixes that consolidates all the information the GMs need. What the DCs are, timelines for in-scenario events, how areas connect, checklists of possible success conditions, etc. People sometimes make these and post them on pfsprep.com, but there has been some experimentation with putting them directly in the scenarios (such as PFS 10-01).

The Exchange ***** Venture-Lieutenant, Texas—Dallas & Ft. Worth aka Belafon

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Meager Rolmug wrote:

I understand that Greater dispelling weapon is a bargain if you simply considerate it an extra 5th level spell. But when you want to dispel multiple effects on a single target(the only way I believe it can be used) it seems likely that one of those things will be a spell effect that keeps you from hitting and/or damaging your target. I might be spending 18,000gp on something that may never be useful for its intended purpose, even throughout seeker levels of up to level 15.

I'm not sure about the above assumptions though, which is why I am asking for advice. What sort of situations do you see a Greater Dispelling weapon being effectively used?

When you say “Greater Dispelling” you mean “Dispelling Burst,” right? I don’t think there is a weapon quality called Greater Dispelling.

Assuming we’re talking about the same weapon quality, my answer is that it would be most effective when you are primarily a physical damage-dealer who also happens to be able to cast greater dispel magic. Like a battle cleric or something similar. When your first instinct is to get in there and swing. Yeah, you may miss because of defensive buffs, but that’s no different than a rogue going in swinging. When you do hit, then you trigger the greater dispel.

If you would rather strip off the buffs first before making any attacks then yeah, Dispelling Burst isn’t useful.

So who’s going to find it most useful? Maybe a 12th level Crusader Cleric of Gorum. Or a 13th level skald. Or a 16th level magus. In other words, not many characters in PFS. Only a very specialized type of character is going to ever buy this enchantment.

The Exchange ***** Venture-Lieutenant, Texas—Dallas & Ft. Worth aka Belafon

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Altaica, the only reason I have not yet flagged your posts as abusive is that you have referred to your autism multiple times. I have some familiarity with autism and am well aware that one of the major issues that characterizes autism is difficulties with communication. You should read and be aware of the Community Guidelines.

Because you say that

Altaica wrote:

Unlike Paizo and everyone else I'm vary good at saying what I mean. THis confuses peopel because people never say what they actualy mean they beat around the bush not attacking it directly. . .

This realy erks me. . .

I'll tell you directly how I am interpreting your comments.

Sebastian Hirsch wrote:
I had a bit of trouble understanding this post, but I think I can help a bit.
Altaica wrote:

Unlike Paizo and everyone else I'm vary good at saying what I mean. THis confuses peopel because people never say what they actualy mean they beat around the bush not attacking it directly. . .

This realy erks me. . .

-"If you are unable to understand me it's clearly your fault."

Altacia wrote:
finding a group of people to play with isn't vary realistic, I would have to first learn how to think like a NTwit

-"I am far smarter than anyone else and would need to think down to the level of you idiots."

Quote:
It's not the peculiarities of organized play that are erking my it's that it's not the aim of pathfinder to deliver rules that offer a seamless experience.
Quote:
what are we paying Paizo for? They treat it as if they make PF as a hobby and release it for free. That's why I don't sport Paizo by buying there produces.

-These can two quotes can easily be interpreted as baiting/trolling quotes.

Please think carefully on what you are writing. Those of us responding are choosing our words very carefully. You say that you "have an OCEAN trust." Please trust that the people responding to you are intelligent, kind people who know what they are talking about. Sebastian is an extremely experienced GM and player and an extremely smart person. In addition to explaining the rules (correctly), he also very much wants to help you learn how to navigate the social contract that will help you fit in at PFS games.

The Exchange ***** Venture-Lieutenant, Texas—Dallas & Ft. Worth aka Belafon

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A-ha! Found my stock answer:

Kevin Willis wrote:

When a player option (archetype, equipment, feat, etc.) is not allowed in PFS it is generally for one of four reasons. Sometimes it's multiple reasons

1. It is being held back as a special treat and will appear as a unique reward on a chronicle later.
2. The mechanics are confusing or conflict with established rules. It will be allowed once errata is available (either in a published book or the Campaign Clarifications document).
3. The material is not a good fit for either the Pathfinder Society or for the structure of Organized Play (such as evil archetypes or feats that allow you to betray your allies).
4. The material is too powerful in relation to existing material.

The fourth reason is by far the most debatable and most contentious. In a large part "too powerful" is in the eye of the beholder. Unless the new material gives added advantages but otherwise is exactly identical to something previously published it is not possible to make strict comparisons. Even then there is a sizable contingent of messageboard posters who do not consider any Paizo-published material "too powerful."

The Exchange ***** Venture-Lieutenant, Texas—Dallas & Ft. Worth aka Belafon

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Hi Altacia!

It sounds like the Organized Play environment will not be a good fit for you.

I suggest you find a good home group and play with whatever house rules you desire.

The Exchange ***** Venture-Lieutenant, Texas—Dallas & Ft. Worth aka Belafon

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Zach Davis wrote:
I just ran parts 1 through 3 last weekend and I'm prepping part 4 for next Sunday. Can the players actually end up receiving 7 PA?

Yep.

7 PA is a possible reward for being outstanding Pathfinders, dedicated to the mission of the Society.

The Exchange ***** Venture-Lieutenant, Texas—Dallas & Ft. Worth aka Belafon

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I don’t know if this is helpful, but I have (personal use) PDFs that have all the Starship Roles - updated to the correct DCa and with the higher level actions added. I also have PDFs of all the Society starships transferred to Starship sheets and with weapon ranges included.

They aren’t quite at Paizo standards - wrong fonts - but if it helps I can send them to you and they can be passed on to the layout department to be brought up to snuff. (Realizing that layout is likely the bottleneck anyway.)

The Exchange ***** Venture-Lieutenant, Texas—Dallas & Ft. Worth aka Belafon

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I think we should take a cue from the current Season ("Season of the Ten"). Starting at GenCon:

2019: Season of the One
2020: Season of the Two
2021: Season of the Three
.
.
.

The Exchange ***** Venture-Lieutenant, Texas—Dallas & Ft. Worth aka Belafon

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Had a fireball specialist bloatmage at my high-level table last weekend. You know, one of those trait stacking, bloodlined, empowered, intensified, 150 points of damage types. Well, he bloats and gets the one and only possible roll that sends him into a homicidal rage.

I’m laughing my head off at the looks of horror on the players’ faces as they slowly understand exactly what this means. Fortunately they are all spread out over a relatively large map, and that first round the maximum number of targets he can get is all enemies . . . and the bloatmage’s pet pseudodragon.

As the remains of the pseudodragon waft to the ground the other players start desperately scrambling to survive. Lunging behind anything that could reasonably be considered Improved Cover, diving into a handy pool of water, or burrowing deep underground.

The second round he manages to roast (well actually freeze, as he was changing the energy type to cold) the druid’s animal companion. The earth elemental Wild-shaped Druid pops his head up for a second, sees his crocodile floating belly-up, and glides mournfully back under the ground.

The next round the rage ends and the bloatmage collapses. The other players debate for a bit, but eventually heal him... after taking plenty of precautions against his spells.

It was really not the bloatmage’s day:
The only enemy he kept catching in those blasts turned out to have precast spell immunity: fireball. Every other time he bloated (multi-day scenario) he rolled a 1. Later on he got a Natural 1 on a save vs a feeblemind, and had already used his reroll.

*****

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Shikigami Manipulation wrote:
Benefit: While using Shikigami Style, you can treat any magical item you’re using as an improvised weapon as if it granted an enhancement bonus on attack and damage rolls equal to the item’s caster level divided by 4 (minimum +1), to a maximum bonus of +5.
There I Fixed It wrote:
Benefit: While using Shikigami Style, you can treat any magical item you’re using as an improvised weapon as if it granted an enhancement bonus on attack and damage rolls equal to the item’s caster level divided by 4, to a maximum bonus of 1/4 of your character level (minimum +1).

The Exchange ***** Venture-Lieutenant, Texas—Dallas & Ft. Worth aka Belafon

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So...

How about that +4 weapon for 1500 gp?

The Exchange ***** Venture-Lieutenant, Texas—Dallas & Ft. Worth aka Belafon

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Shikigami Manipulation has some serious concerns as well.

Shikigami Manipulation wrote:
...you can treat any magical item you’re using as an improvised weapon as if it granted an enhancement bonus on attack and damage rolls equal to the item’s caster level divided by 4 (minimum +1), to a maximum bonus of +5.

There are quite a few "not normally a weapon" magical items whose cost is far, far lower than their caster levels would normally signify. Either because of historical caster levels or construction prerequisites.

For example, a lesser merciful metamagic rod is only 1500 gp for a CL17 item.

A traveler's any-tool is 250 gp and is CL8. In the hands of a character with Shikigami Manipulation that's a two-handed +2 weapon.

The Exchange ***** Venture-Lieutenant, Texas—Dallas & Ft. Worth aka Belafon

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Zero the Nothing wrote:

Well now I'm over the Warrior Poet stuff. Anyone have an idea what happened with the Hinyasi Brawler?

. . .
I guess I'll just assume the Shikigami Style tree from Martial Arts handbook won't make it through, huh?

Because I enjoy playing the "why isn't this legal?" game, I'll hazard a guess and say that you brought up a major issue by mentioning just two out of several items. Within a six month period there was suddenly a LOT of material published for using improvised weapons. It is now possible to do some SERIOUS damage with improvised weapons, especially if the Shikigami Style tree is ruled to work as it appears it was intended, rather than how the text ends up hobbling it.

The text problem:
The Shikigami Style feat says "For every style feat you have that lists Shikigami Style as a prerequisite, treat the improvised weapon as an additional size category larger, to a maximum of three sizes larger than its actual size."

The problem is that style is a specific type of feat, just like combat or teamwork. (The distinction is very important, as it plays into what bonus feats certain archetypes like the Master of Many Styles can take.) Shikigami Mimicry and Shikigami Manipulation are not style feats. In fact, there are no style feats that have Shikigami Style as a prerequisite.

Now, I'm pretty sure that the intention was that Mimicry and Manipulation would add to the damage but it isn't written that way.


So I suspect we will see some of the "improvised" material become legal but not all. Once the review team has a chance to play around a bit and see what builds are possible.

The Exchange ***** Venture-Lieutenant, Texas—Dallas & Ft. Worth aka Belafon

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The other big-ticket item people often want to deduct is their travel costs - going to a convention or driving to game days. Unfortunately the IRS has something to say about that, too.

Publication 526 wrote:
Generally, you can claim a charitable contribution deduction for travel expenses necessarily incurred while you are away from home performing services for a charitable organization only if there is no significant element of personal pleasure, recreation, or vacation in the travel.

The Exchange ***** Venture-Lieutenant, Texas—Dallas & Ft. Worth aka Belafon

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If you can charge it yourself:

Organized Play FAQ wrote:

Do items like staves carry charges over between adventures?

Yes. Note that if you have the ability to charge a staff with your own spellcasting, the indeterminate number of days between adventures generally means that you begin each adventure with the staff fully charged.

Paying an NPC to charge a staff isn’t directly addressed but I’d say it’s allowed by extension of the following FAQ (my bolding for emphasis). Cost would be for a spell of the highest level in the staff:

Organized Play FAQ wrote:

Can a spell-storing item, such as a ring of counterspells or a spell-storing weapon, carry a stored spell from one adventure to another?

Yes. A PC with the ability to cast spells may cast a spell into a spell-storing item that he owns. A PC may also pay an NPC spellcaster to cast a spell into one of his spell-storing items. If he does not use the spell by the end of the adventure, it carries over into the next adventure. The GM should make a note on the adventure's Chronicle sheet that the spell-storing item contains a spell. When the PC casts the spell, cross this note off the Chronicle sheet.

Scrolls don’t work simply because that’s not a valid method of recharging a staff.

Keep in mind:
1. You must be able to cast the highest spell level (though not necessarily that particular spell) in the staff AND at least one spell contained in the staff to recharge it.
2. Limit of one charge per day added to the staff, and only during normal spell prep time.

This is pretty much exactly what BNW already answered, I just wanted to put in the references.

The Exchange

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Inkfist wrote:
Am I reading things wrong or does stacking shikigami style feats+ catch of guard turn the 1gp sledge tool into a 6d6 weapon?

I was just looking for an answer to the same question. It looks like that may have been the intention, but the actual text may mean it does not.

Shikigami Style wrote:
For every style feat you have that lists Shikigami Style as a prerequisite, treat the improvised weapon as an additional size category larger...

Shikigami Mimicry and Shikigami Manipulation are not Style feats (they do not have the “style” tag in parentheses after their names).

The Exchange ***** Venture-Lieutenant, Texas—Dallas & Ft. Worth aka Belafon

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What I would like to see:

A lot of high level (7-11) PFS1 scenarios, especially from the early seasons. There’s a lot of people who have played for many years - but less than 10 - who have never gotten to play those. Including me.

Qualifier: I don’t know what the demand would be like. I’d be hesitant to schedule too many tables of those older scenarios because many of the players are going to want to spend a lot of time with the new scenarios as well.

The Exchange

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Trast-9000 wrote:
The 5th and 11th boost is the classes attempt to mimic attack progression. 7th level is not a major boost, permanently weakening yourself for the day to gain extra damage is counter-intuitive.

7th is when you get Expanded Element (composite blasts). I'm not sure what you mean by "permanently weakening yourself for the day." Elemental Overflow?

Quote:
I said I wasn't comparing them with casters, casters have utility, there primary purpose is not damage but the sad thing is they do not actually beat casters made to be blasters. Even without using the dual archetype they can take safe options that at 11th level let them do 12d6 + 20 damage, that's with an archetype, feat and blood thing and surely other feats to enhance it.

If you don't want to compare them to casters, that's fine. My original point stands that a non-archetyped, plain old kineticist is better than a blaster caster. Mainly because that 12d6+10 (or more) the kineticist puts out is ALL DAY LONG. Not limited by spell slots.

Quote:
But then casters also have METAMAGIC RODS, items, for 9'000 they slotlessly increase the damage they deal by 50%.

For one point of burn the kineticist increases the damage done by 50%. They also have options for maximize and quicken.

Quote:
Then evem further casters have the ability to use the dazzing feat which far surpasses any of the riders kineticists can attach to a blast.

That's a matter of opinion. In this case, I happen to agree with that opinion :) (Although the three spell level bump does hurt.)

Quote:
It also makes no sense for you to compare the kineticists single blast with any melee class when the blast requires a full around and is should be compared to other ranged attackers

But the first post of the thread compared them to "Magus, Inquisitor, Skald, Paladin, Bloodrager, Monk, Druid..."

And the blast doesn't require a full round, it's just usually better to gather power and use a composite blast than take burn.

Anyway, let's compare the 11th level kineticist to, oh, an 11th level archer ranger.

Spoiler:
The ranger is going to be Rapid-, Deadly-, Many-, Clustered-shotting. With a BAB of 11. So that works out to 4 attacks a round (the first of which does damage twice). +6 damage from Deadly, +3 or so from the weapon, and +4 or so from strength. So that's 5d8+70 damage if every attack hits. Average is 92.5. Not too shabby. That compares to the 52 or so damage from the kineticist. The difference being that the kineticist is targeting touch and the ranger is making two iteratives, so the ranger is much more likely to miss with an attack or two.

If the kineticist switches from an energy blast to a physical blast, she's no longer targeting touch but is now doing about 23 points more of damage a round, so 85 total. Really close to what the ranger does if she hits every time. The kineticist is slightly less likely to hit with her one attack than the ranger is with his first. (Elemental Overflow makes up for the 3/4 BAB, but our hypothetical ranger has a +3 bow.)

And all that is assuming the kineticist is gathering power and isn't accepting burn. (So no empower or anything.) We're also ignoring infusions, which could be attempting anything from knocking the target over to staggering it.


The ranger does more damage, but only if all the shots hit and not too terribly much.

So to answer the original question, I do think that items that enhance the kineticist's attack and damage rolls would be unbalancing. Right now it's in the sweet spot where she misses just often enough to not be an "auto damage roll."

The Exchange

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Trast-9000 wrote:
Belafon wrote:

It really depends on how you define the kineticist. You compare it to a bunch of (mainly melee) classes dealing damage with a natural or manufactured weapon. (Usually boosted by class features, but still attacking with a weapon.)

I'd define the kineticist as being closer to a blaster/ray-attacking caster. Compared to those, the kineticist has about the same amount of items that can boost attacks.

And overall, the Elemental Overflow class feature really does make it "even out." +1attack/+2damage every three levels, plus size increases to physical scores. Kineticists hit A LOT and do pretty good damage. Most importantly, they do it consistently for long periods of time. Adding an AoMF-type item would make them even better than they currently are.

Oh I definitely wouldn't compare them to ray casters who have vastly superior utility.

That's why I tried to compare them with other classes that have similar utility but also have a damage focus.

A lot of damage compared to a wizard casting a ray spell or the classes I listed?

Both.

One thing that makes it difficult to compare kineticists to other classes is that they make huge jumps in power at certain levels, while most other classes are more gradual. 5th, 7th, and especially 11th are all major upgrade levels for kineticists.

At 11th level, a kineticist can fling out one ranged touch attack a round doing at least 12d6+10 damage, with 3 additional points of infusions, FOREVER. Because their abilities mitigate all the burn they would take from that. If they are willing and able to take burn, they can do even more. That's with just the base class features.

So they easily beat any blaster caster (from a damage-dealing viewpoint, not from pure utility). It's pretty close to the damage a full-attacking melee PC is going to do as well, even with the items the melee PC has. Except for a few builds/situations, the kineticist beats almost any melee who only gets a single attack because he needed to move.

The big thing the kineticist has going for it is the "I can do this all day" factor. Compare a geared-up 11th level magus with a plain kineticist: If they both go all-out (kineticist empowers blasts, magus spellstrikes/spell combat), the kineticist will probably do more damage but will run out of burn well before the magus runs out of spells. But when the magus does run out of spells the kineticist is still humming along doing that same 12d6+10 damage a round. Well more than the magus can do without spells.

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