Kobold Devilspeaker

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So what does the plant spirit do?


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Well its from the ARG so it makes it possible.

Its already got a lot of class features for an archetype and the way its organized its almost the Pirate alternative class at this point like the Samurai or Ninja. Which as an alternative class to the Gunslinger wouldn't be a bad thing, though technically we already got that in the form of the Swashbuckler who can be considered an alternative.

Its not impossible to recreate many parts of the archetype using a combination of feats, archetypes and classes... however the end product can be considered a weaker or stronger for it.

Scenarios come and go for they are more fleeting. The longer the game thrives, oldest scenarios from past seasons become unavailable.

Besides why can't they do a third scenario per month and a small tweak to an archetype? It doesn't have to be "one or the other" when in reality it can be both.

Simplest things to do for legalizing it is:

* Legalize it as is.
* Change the feats listed to something appropriate yet legal.
* Cross out the list of added feats from the archetype for the "Bonus Feat" feature and legalize it from there.

Either way PFS players happy it is legal and gives them something old-yet-new to play. Home Game players happy as it changes nothing to the archetype in terms of errata.

Eric Brittain wrote:
Management (and your local gaming community) always looking for more hands to help and make the burden lighter.

Which is why I am talking about a very simple Quality of Life change to a single archetype for legalizing within PFS.


Jason Wu wrote:

The general action taken on any given item from the rulebooks for PFS are:

A) Ban it

or

B) Don't ban it.

It is very, very, VERY rare for PFS to come up with custom rules to modify a rules item to make it 'fit' into organized play. If they did start doing so, there are literally MOUNTAINS of rules items that are just as deserving of such attention. We'd end up with a PFS custom rules book larger than any Paizo publication ever made. Not going to happen.

-j

You mean this mountain of rules items?


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Micheal Brock wrote:

Buccaneer is a great archetype but there are too many siege bonus feats that would have to be changed. If I just declared them outright banned and no replacements for the archetype, people would become even more upset.

As for the suggested "fix" for Feral Child and spending 10 PP to obtain the services of a Chronicler, The Decimverate want you to report all of your adventures, not skip the first five because you are illiterate.

There are just some options out of the thousands found in Pathfinder that won't fit OP and this is two of them.

Next time, try not to be so condescending.

Well then the solution to this Buccaneer problem is just to simply replace the siege/vehicle feats with other feats when regarding PFS, no?

Also the above quote from Micheal Brock was taken from a thread that was happening around 2013 of June.

I found six feats that can act as replacement feats for the bonus feats section for the Buccaneer (human racial) archetype from the Gunslinger class. All six are also General Feats.

Black Marketeer (Legal. Fits thematically with the underhanded dealings of pirates as they are smugglers and black marketeers for the most part anyway.)

Corsair (Legal. Fits thematically and mechanically with pirates and even the swashbuckler class as it would give them +2 to initiative and +1 to damage rolls on light/one-handed weapons while on a ship.)

Telepathic Link (Legal. Fits mechanically and thematically as a familiar for a Buccaneer is going to be used as a spy/scout anyway and the archetype even states that.)

Galley Slave (Legal. Fits mechanically and thematically. Thematically as some of the best captains started from rock bottom. Mechanically as it gives bonuses for using rope, sailor checks, and first damage per combat. All while on ship of course.)

Twist Away and Swarm Dodger (Both legal. Mechanically this fits within the buccaneer archetype because of the familiar you get which gives you Evasion as long as its 30 feet near you. Similar to how other familiars give you the Alertness feat while within arm's reach which means you do have a qualifier for feats that use Alertness as a perquisite.)


Serisan wrote:
Blind Kobold wrote:

Well if its just an expanded repertoire of feats that are siege/vehicle related that could be preventing it from being legal, why not change it for legalization in PFS? It wouldn't be much different than an Alchemist losing out on the Brew Potion feat and it gets replaced with the Extra Bombs feat.

Like:

In addition to combat and grit feats, a buccaneer can select from the following general feats as her bonus feats:...

It already says almost exactly that.

Buccaneer archetype wrote:
Bonus Feat: In addition to combat and grit feats, a buccaneer can select from the following feats as her bonus feats:

Yep. I just added the word general to that sentence because normally you can't take general feats as bonus feats from the bonus feat class feature.


Well if its just an expanded repertoire of feats that are siege/vehicle related that could be preventing it from being legal, why not change it for legalization in PFS? It wouldn't be much different than an Alchemist losing out on the Brew Potion feat and it gets replaced with the Extra Bombs feat.

Like:

In addition to combat and grit feats, a buccaneer can select from the following general feats as her bonus feats:...


Ms. Pleiades wrote:

Probably alignment fluff. Not a lot of people can imagine a pirate as anything but either evil, or one of those "special" chaotic neutral types.

Same reason the vivisectionist was banned, apparently.

Vivisectionist I can understand being banned. Its got some evil tendencies with its features like "Torturous Transformation" as the archetype fluff even states that the work and experimentation done by a Vivisectionist is considered evil.

Pirates being associated with evil tendencies is understandable. In many ways, a pirate is similar to a Viking Raider as they both do similar vile acts. Though this does treed on slippery slopes as the argument could also be made for other archetypes and classes that could be considered evil. The counterargument is that within PFS you could play a NG Rogue with the Smuggler archetype. Which is a pirate archetype taken from the player companion book "Pirates of the Inner Sea". In fact all pirate archetypes from that book and the pirate prestige class are all legal for play. This goes into the idea that not all members of a group are inherently evil however the name and reputation behind the name carries with it "sinister air". As its more about the culture and environment than the individual themselves. With PFS your more likely to see the "Thief with a heart of gold" character than the more cruel and ruthless version that is borderline evil.


I'm Hiding In Your Closet wrote:
Maybe "you talk like a pirate" counts as a disruptive feature?

Guess so,your guess as good as mine.


Just a simple question. Not meant to be some epic rant or anything to dire.

I just find it odd that the Buccaneer archetype for gunslingers, which is a human archetype, is banned. It doesn't really have any disruptive features or evil character tendencies or overpowered shenanigans built within it.


As a GM, you can control the flow of the game. You can dictate what classes are available and which are not. Same with magic items and magical beasts. You could as a GM decide to treat Arcane classes as exceptionally rare and if one of your players wanted to play as one they better have a good reason and backstory to back it up.

There are two extremes when it comes to fantasy in Pathfinder/D&D. "Magic is scarce".. OR .."Magic is plentiful". The pathfinder setting, Golarion, is an example of "magic is plentiful".

One of my favorite exampels for a more realistic "fantasy" world is how healing and casting worked. This comes from the RPG "Thieves World".

Healing spells only stopped wounds from bleeding out more. Your body, internally, needed to heal naturally and magic really couldn't accelerate the recovery time needed for your body to heal naturally. You had to pick your battles and avoid getting hurt. Wounds were a real thing as a sword to the chest could spell "DOOM" for the unlucky sod who received such a fate... when compared to Pathfinder where you could get stabbed in the chest by a greatsword many times over as long as you had the hit points to spare and weren't in risk of immediately getting dropped.

Casting spells from Thieves World took preparation and rituals. The quickest of rituals took a full minute for casting. The bigger and more impressive spells took a longer casting ritual time. Some took half a day or more like a lightning bolt striking a particular house.


Make it a low fantasy setting when it comes to magic if your going for a more realistic feel. The higher the fantasy setting you go for, the less realistic it becomes.


blackbloodtroll wrote:
I thought there was a Skinwalker Race Boon.

To my knowledge, there is a chronicle sheet for Skinwalkers. However the poster, Sam Defoe, does not have one. If I had to hazard a guess, a chronicle sheet for Skinwalkers would be hard to come by like other chronicle sheets for specific and limited races.


You know its awkward when reskinning is against the rules in PFS and Eidolons are basically a reskinnable feature within the game as the player can customize how the eidolon looks.


kestral287 wrote:
Generally speaking, it helps if you have an actual question. Just throwing out "tell me everything" doesn't tend to get many bites. Give the thread some sense of actual direction.

The sense of direction comes from the title. Sam Defoe is trying to basically make a legal wereshark and stated she can't use the Skinwalker varient because the chronicle sheet to play that race is not available to her. This has heart and a solid theme.

It can make a person's efforts feel fruitless if silence is mostly what they are greeted with when they posted in the advice thread and the only new posts within their thread was mostly theirs as they slowly built the character with mostly their own effort.


Uses for high wisdom

Higher DC
Bonus spells
Higher damage
Better WILL saves
Higher perception checks
Better survival rolls


How about dodge and mobility as you don't have medium armor?
Also how about Quick Draw so you can grab one of your bone knives quickly?