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First of all their save progression is terrible. Starts at Trained Fort, Expert Ref, and expert Will. Not bad, sure. First bump, Fortitude to expert, does not come until 9th level. Next bump, at 11th, is Will to master with success bump. Last comes at 15th, reflex to master with success bump. No legendary saves. Combine that with the fact that neither Dex nor Wis are not going to be very high on most Commanders, it has some of the worst saves in the game. On AC, the problem is that a an INT key attribute class you can't have a +4 STR until 5th level. So that means no +6/+0 armor until 5th level. Therefore you are limited to +5/+1 armor until 5th level and you will lag behind 1 point on AC unless you invest in DEX, which becomes redundant for AC purposes at 5th level. I love the idea of the class and am looking forward to play testing it, but I'm concerned about it living long enough to do it's cool stuff.
It has always bothered me that you can't ready a 2 action spell in 2e. How am I supposed to cauterize that Hydra neck stump with a Produce Flame spell after the Fighter lops the head off? Therefore I propose a new Ready option that allows you to spend 3 actions on your initiative in order to ready something that takes 2 actions like a spell or Double Slice for example. Anybody see any problems or unforeseen consequences to this?
Like many folks I have significantly increased my online play recently. When I search on warhorn for games I encounter games/lodges not allowing non-locals to sign up until the last moment or at all. I also find some games/lodges limiting table size to less than OP legal limits, usually 5 players. Is this legal in organized play?
I found the following on the Starfinder character options page : Ownership of Adventures or Adventure Path volumes is not required to use Character Options originally published in Adventures or Adventure Paths in the Starfinder Society campaign, as long as rules are referenced from the official Starfinder Resource Document (sfrd). A player must still have a chronicle sheet from a Scenario to use any options in that Scenario.
I want to buy my Mystic of Nyarlathotep an Artificial Third Eye, but I don't know if I can.
In the digitization blog thread there is discussion of the one minion rule (OMR), limiting players to having one minion. I have questions about that. What if you are a Leaf Order Druid with Order Explorer (Animal Order)? Does the OMR mean I can't have a companion and a familiar even though those feats and orders seem to be intended for just that? What about summoned creatures and figurines of wondrous power? They both have the minion trait. Does that mean, by the OMR, that PCs with familiars or companions can't cast summon spells or activate the figurines? I have little doubt that I don't know all the details, but it seems this was not thought out.
1st level spell range touch target one creature duration one minute per level. Grants target DR/- = caster level and retributive damage on each adjacent melee attack vs target = CL. 7th level caster grants his tank DR7/- and 7 points of retributive damage against each adjacent melee attack for 7 minutes. 1st level spell. Crazy good. Too good? If a caster boss is putting that on his mooks it could be a tough encouter.
Each square of difficult terrain entered costs 5 more feet of movement. If I have a speed of 25 in difficult terrain and I take a Stride action I can move two squares straight, with five feet move not used. Or I could move diagonally two squares, as the difficult terrain modifier is not increased on a diagonal, still being five feet per square. I then take another Stride action, getting the same results. I have now moved 20 feet in a straight line or 30 feet on a diagonal. I do it again and I have moved 30 feet in a straight line, or 45 feet diagonally. If this is true (I may well be missing something) moving diagonally through difficult terrain is the way to go if your speed ends in 5. How would this affect Sudden Charge with a 25 speed in difficult terrain. Would you move only up to 20 feet straight, but up to 30 feet diagonally? These are my late night musings after a fun SFS scenario.
Nobody in my region has the time to keep up with all the updates. That is why we have abandoned the playtest. No gm feels confident enough in his knowledge to run it. I think we need to put on the brakes and give folks a chance to catch up. Right now it feels like a runaway train that we bought a ticket for (the original playtest document) that is now taking us to an unknown station. I feel overwhelmed by the bi-weekly changes, and its making me doubt the quality of the end product. Does anyone else feel this way? I love Pathfinder and PFS dearly, but i am despairing for its future!
Is my proposal for a nickname. There seems to be a preponderance of reading and organizing info sources this year. How many times have we been in "stacks"? Not that I'm knocking it, with at least four professional librarian characters I've enjoyed it immensely! But it seems ubiquitous this year. Any thoughts?
At fourth level the Ectoplasmist archetype of Spiritualist gains additional reach with its ectoplasmic lash. I am confused about its potential for AOOs. The book and PRD state "Attacks with the lashes' extended reach provoke attacks of opportunity just as if the ectoplasmist were attacking with a ranged weapon". However, ranged weapons to not grant AOOs as I understand it. Is this an error, or are they unable to take AOOs with their extended reach. If so it seems nonsensical and counterintuitive. I have been unable to find any errata on this issue, and seek clarification. As I am building one now for PFS, I'm trying to decide if I should take Combat Reflexes. Any help or input is appreciated, thank you.
... of where, oh where could they be? Here's the jist. I'm keen to score my fourth star, but I have been sitting in the low 90s for several months. In the meantime I have run enough tables to push me up to 100 but they are not showing up on that tab. They show up on my GM Sessions tab, and are credited to my characters, but not to my stars. Can anyone give me a clue what might be going on? Thank you.
...is just that. So many of the names in scenarios are odd and/or complicated. If GMs had phonetic spellings we could come much closer to proper pronunciation without looking the fool trying to figure them out and repeat them properly. I am aware this would add slightly to the word count, but I feel it would be worth it.
I have a Sylph Investigator that has credit for scenario 7-99, and thus has the Elemental Awakening Boon. If I play and run a scenario that offers Elemental Affinity Boons, say 8-08, do I attach copies of both chronicle sheets to the chronicle from 7-99 and check off a box or boxes on Elemental Awakening for both sheets attached? I am aware you cannot have credit for the same scenario on the same characters, but in this case it is just for the boon, not credit. Thank you for any insight.
I am running a Urban Barbarian1/Scarred WitchDoctor3/Vivisectionist Alchemist1 in a homegame of Second Darkness. His name is Blot. Blot just spent most of his gold on a Belt of Con +2. With his base Con of 19, the belt, controlled rage, and a mutagen he can get his Con up to 29. I was wondering if anyone could advise me on how to find further bumps to my Con. I know some polymorph school spells grant a size bonus to Con. Does anyone know of other ways to bump up your Con?
The party has taken a captive and wish to teleport away with him. The captive is an unwilling target so teleport will not work. The party wants to know if they can bind the captive, chuck him in their portable hole, and then teleport. I did not have a good answer for that, so I turn to you wise folks of the messageboard. Will this work?
So I am introducing the concept of Insanity, and Insanity scores in my new Eldritch Horror Campaign using an amalgm of Thread and Call of Cthuhlu rules with House tweaks. These Insanities will impose Conditions (akin to those on the wonderful Condition Cards) when the PC is faced with the trigger for the Insanity. Outside of the GameMastery Guide, can anyone refer me to good material or informative threads on the subject? Any experiences or practical advice is welcome as well. Thank You
Thread title may be redundant, but what the heck. First OP BTW. I am planning to use Derro extensively in the next arc of an UnderUrban game involving an overall Eldritch Horror campaign. They will be doing plenty of bodysnatching for the glory of their overall plan (which I do not wish to reveal in case any of my PCs are on the boards), the byproduct of which will be ectoplasmic undead. The Horrors Revisited Companion inspired part of this plan, and I will be using the blue Cytellish(sp?) mold as part of both their origin and their plan. My question to you, my esteemed fellow gamers, is do you have any special insights or surprises I may spring upon my veteran group that would involve the Derro. The group is currenty 4th level, and is comprised of three Holy Rollers (LG Cleric, LG Inquisitor, LG Paladin/Sorcerer), a Stargazer (StarSoul Sorcerer), and a Gith Magus (Gith are a unique race in my game that share similair stats as Githyanki, but a different origin). They are a savvy bunch, and have gotten used to my tricks in the last 5 years. I am hoping some outside ideas will help me get them out of their comfort zone (it is Eldritch Horror after all), and I hope you wise folks can help me out. Thank You
If my Baddie has a pre-set trap that requires a pressure plate to activate it, will it require an action to activate that pressure plate or is merely placing enough weight on it while passing by in a move action be enough (the creature is heavy enough) to activate it? If so, what kind of action? My Baddie took a move action to move on the surface of the floor (though it did have a Fly spell up), thus setting of the Trap. It then used a standerd action to Teleport away. Good tactics? Cheap? Cheat?
So, if I have both of the above will each round of A. Luck work for two additional rounds if I do not reactivate it the next round? Can I then activate it again after those three rounds, spend one round worth, and get two more on top of it again. An Archaeologist with a 16 charisma would normally get seven rounds of luck, but could turn it into 21 rounds with Lingering Performance. By adding the Extra Performance feat this effective number of rounds would be 39. That's alot of luck! |