paizo.com Recent Posts by BoseMenschJSpaizo.com Recent Posts by BoseMenschJS2023-03-07T03:33:30Z2023-03-07T03:33:30ZRe: Forums/PaizoCon: General Discussion: Paizo Blog: PaizoCon Online Will Be Scheduled For May 26-31BoseMensch (alias of BoseMenschJS)https://paizo.com/community/blog/v5748dyo6sh77&page=4?PaizoCon-Online-Will-Be-Scheduled-For-May-2631#1572020-05-27T04:00:46Z2020-04-28T17:24:50Z<div class="messageboard-quotee">Laarafel wrote:</div><blockquote> Question: Since Warhorn and many other of these online venues are not entirely ADA compliant, how is Paizo going to make this Con accessible given that they are starting by making calls to GMs strictly through a non-ADA compliant venue? </blockquote><div class="messageboard-quotee">Tonya Woldridge wrote:</div><blockquote> Please send a message to paizocononline@paizo.com with how we can assist bridging the gap!... We are happy to assist, just need some guidance how! </blockquote><div class="messageboard-quotee">TwilightKnight wrote:</div><blockquote> In any case, I will reiterate, we are more than happy to work with any member of the community facing any challenges trying to participate in PaizoCon or any other event organized by our community members. I am certain that we can work with anyone interested to find a reasonable accommodation so that they can enjoy organized play events... </blockquote><div class="messageboard-quotee">Laarafel wrote:</div><blockquote> <b>I didn't come here for help.</b> I came here to inform you what is going to happen to Paizo and, potentially, this Con. That's all. You can't help. </blockquote><p>(emphasis added)
<p>Further discussion is a waste of time. Lets move on, and celebrate the fact that Paizo is stepping up and providing us with Paizocon for free and in a manner that allows people to participate who otherwise couldn't participate.</p>Laarafel wrote:Question: Since Warhorn and many other of these online venues are not entirely ADA compliant, how is Paizo going to make this Con accessible given that they are starting by making calls to GMs strictly through a non-ADA compliant venue?
Tonya Woldridge wrote:Please send a message to paizocononline@paizo.com with how we can assist bridging the gap!... We are happy to assist, just need some guidance how!
TwilightKnight wrote:In any case, I will reiterate, we are more than happy...BoseMensch (alias of BoseMenschJS)2020-04-28T17:24:50ZRe: Forums/Paizo: General Discussion: Paizo Blog: Paizo Update on COVID-19 from Lisa, Part 2BoseMensch (alias of BoseMenschJS)https://paizo.com/community/blog/v5748dyo6sh5t?Paizo-Update-on-COVID19-from-Lisa-Part-2#122020-03-27T10:29:37Z2020-03-26T19:48:47Z<p>Safety for our community is paramount, and it is the right decision. I admit I'm somewhat disappointed because I play all of my PFS online and was planning to attend this year as my first PaizoCon, but would rather make sure everyone is safe. </p>
<p>I am, however, just wondering aloud whether the online division could get scenario support for an online con during the PaizoCon weekend as a not-as-amazing-as-PaizCon-but-better-than-nothing substitute... </p>
<p>Just putting bugs in ears, and so forth. :o) I know I'd be willing to run a game or two online to try to help some folks get a game or two in.</p>Safety for our community is paramount, and it is the right decision. I admit I'm somewhat disappointed because I play all of my PFS online and was planning to attend this year as my first PaizoCon, but would rather make sure everyone is safe.
I am, however, just wondering aloud whether the online division could get scenario support for an online con during the PaizoCon weekend as a not-as-amazing-as-PaizCon-but-better-than-nothing substitute...
Just putting bugs in ears, and so forth. :o) I...BoseMensch (alias of BoseMenschJS)2020-03-26T19:48:47ZRe: Forums: Advice: Do you inform when take 10 is not enough?BoseMensch (alias of BoseMenschJS)https://paizo.com/threads/rzs42uj4?Do-you-inform-when-take-10-is-not-enough#122019-11-18T21:36:54Z2019-11-18T21:36:54Z<p>Personally, I think that taking 10 should be a background rule that never has to be stated. It is there so that you have a rule for why any character can automatically accomplish tasks of average difficulty under average circumstances. An average person in plate armor could climb a ladder eventually if there was no rush to do that and they could take their time. Without the "take 10" rule, a super strict rules lawyer could make a player continue to roll the dice until they hit the DC under all circumstances. There is a non-zero probability that you could never hit the DC by rolling a natural 1 every single roll until the end of time, and just have to roll dice forever. Granted, that probability is EXTREMELY close to zero, but it is still non-zero. That is the purpose of the take 10 rule in my opinion. It represents an average attempt to do a thing under regular circumstances that should not fail if you make an average attempt. On the other hand, rolling for a check is to see if you are able to make a exceptional attempt, or if you completely screw things up when you try to make a exceptional attempt. </p>
<p>For that reason, I do not inform PCs that a take 10 would not be enough. It presents an illusion of choice to the player, and removes the actual choice from the player. If it is just "I'm not in combat and I'm going to climb this ladder" then I just assume that they tell me to take 10 without even asking for a check, tell them they climb the ladder, and continue the story. On the other hand, when the check has an actual impact on the story being told in the game, whether for plot reasons or mechanical reasons, I just ask them for a check. They can tell me if they want to take 10 or not, but I don't inform them of the results of that choice before they decide to either roll it or take 10 on it. </p>
<p>In my opinion, doing so would defeat the whole point of giving them a choice between making a check or deciding to take 10. By not telling them in advance, the players are forced to make a choice. If they think that the task is simple, and decide to take 10, well that is a choice. It might be the correct choice, it might not. If taking 10 is not enough, well that was the choice they made. The player gets to make an actual decision, considering the risk vs. reward of each option. If you tell them up front that taking 10 will be enough, then why are you even asking for a skill check? You have simultaneously told the player that (1) there is an obstacle of some sort that they have to overcome, and (2) that they literally cannot fail to overcome the obstacle if they just say the magic words "take 10." At that point, it is not an obstacle anymore, so why ask them to "overcome" the obstacle? Just tell them that they have overcome the obstacle, and move on with the story. </p>
<p>Instead, I see taking 10 as an option that they can chose to reduce the risk of rolling a failure with low dice, but the corresponding risk is that it will not be enough to accomplish the task they want to accomplish. This avoids metagaming, and makes the player choices meaningful in the game.</p>
<p>A character, separate and distinct from a PC, will not know exactly how difficult any given check will be, but they can still attempt to make an average effort to see if that is enough. Example: The character knows the door in front of them is locked, and that they are pretty good at lockpicking (5 skill points), but they don't know if it is a 3 tumbler lock (DC 15), or an 8 tumbler lock (DC 20) until they try to unlock it. The character knows that they can always open a 3 tumbler lock, as they have done that hundreds of times (hence the +5 skill points in disable device). The character does NOT know if that will be enough in this specific circumstance. The "do I take 10 on this" decision is like this: "Should I just assume it is a 3 tumbler lock that I know that I can pick every time (take 10), or should I make extra effort to treat it as an 8 tumbler lock (roll for the check), which might get my lockpick jammed if I am wrong and push my lock pick too far in the lock (i.e. rolling too low)." This gives the player a real choice regarding whether to roll or take 10, and it is a meaningful choice because either of the decisions could have good or bad consequences. If the only "choice" is between having only positive consequences or a chance at a negative consequence, then it is not a meaningful choice. </p>
<p>That's just my opinion, take it for what it is worth.</p>Personally, I think that taking 10 should be a background rule that never has to be stated. It is there so that you have a rule for why any character can automatically accomplish tasks of average difficulty under average circumstances. An average person in plate armor could climb a ladder eventually if there was no rush to do that and they could take their time. Without the "take 10" rule, a super strict rules lawyer could make a player continue to roll the dice until they hit the DC under...BoseMensch (alias of BoseMenschJS)2019-11-18T21:36:54ZRe: Forums: GM Discussion: #9-09 Beyond the Halflight PathBoseMensch (alias of BoseMenschJS)https://paizo.com/threads/rzs2ure7&page=3?909-Beyond-the-Halflight-Path#1332019-09-07T07:10:19Z2019-09-07T07:10:19Z<p>Am I missing something or is the initiative for the Fear Emotion Ooze as listed in the Appendix wrong? </p>
<p>It says that it has initiative of -9, but the description of the Fear attunement for Emotion Oozes has the Improved Initiative feat and +4 to its dexterity. So how on earth does it have a negative 9 initiative? If the baseline initiative for Emotion Ooze is -3, with a Dex of 5, then shouldn't the Fear Emotion Ooze have an initiative of +3? (Dex of 9 = -1 mod, +4 for Improved Initiative = 3)?</p>Am I missing something or is the initiative for the Fear Emotion Ooze as listed in the Appendix wrong?
It says that it has initiative of -9, but the description of the Fear attunement for Emotion Oozes has the Improved Initiative feat and +4 to its dexterity. So how on earth does it have a negative 9 initiative? If the baseline initiative for Emotion Ooze is -3, with a Dex of 5, then shouldn't the Fear Emotion Ooze have an initiative of +3? (Dex of 9 = -1 mod, +4 for Improved Initiative = 3)?BoseMensch (alias of BoseMenschJS)2019-09-07T07:10:19ZRe: Forums: Advice: Got 300,000 GP To spend but catch is I can't keep whats left. What should I buy?BoseMensch (alias of BoseMenschJS)https://paizo.com/threads/rzs42mww?Got-300000-GP-To-spend-but-catch-is-I-cant#222019-08-08T02:24:07Z2019-08-08T02:24:07Z<p>Hmm... Good point Coidzor! I got 32 from 3 creatures per square, 8 squares around a target, but you are correct, they have 0 reach, so would have to share a square... Even so, they could just take turns jumping into that square, attack, then jump out. Sure, you'd lose a few due to AOOs, but not enough to matter.</p>Hmm... Good point Coidzor! I got 32 from 3 creatures per square, 8 squares around a target, but you are correct, they have 0 reach, so would have to share a square... Even so, they could just take turns jumping into that square, attack, then jump out. Sure, you'd lose a few due to AOOs, but not enough to matter.BoseMensch (alias of BoseMenschJS)2019-08-08T02:24:07ZRe: Forums/Pathfinder First Edition: General Discussion: What's the weirdest thing you've ever used as a mount?BoseMensch (alias of BoseMenschJS)https://paizo.com/threads/rzs42nu3?Whats-the-weirdest-thing-youve-ever-used-as-a#352019-08-05T22:00:43Z2019-08-05T22:00:43Z<p>Ran a game of We Be Goblins where one goblin used another goblin as an unwilling mount. That gives you an idea of how the game went, and it was a fun run for all involved.</p>Ran a game of We Be Goblins where one goblin used another goblin as an unwilling mount. That gives you an idea of how the game went, and it was a fun run for all involved.BoseMensch (alias of BoseMenschJS)2019-08-05T22:00:43ZRe: Forums: Advice: Got 300,000 GP To spend but catch is I can't keep whats left. What should I buy?BoseMensch (alias of BoseMenschJS)https://paizo.com/threads/rzs42mww?Got-300000-GP-To-spend-but-catch-is-I-cant#182019-08-05T14:12:44Z2019-08-05T06:24:03Z<p>May I suggest the classic stinking, poisonous, blood sucking army?</p>
<p>3000 skunks (tiny animals, so 4 per square, 30' ranged touch at +5 causes sickened condition, 1d4 rounds if you MAKE the save, 1d6 if you don't. Chances of never getting a nat 20 in 3000 rolls is negligible at best) = 30,000 GP</p>
<p>3000 combat trained Compsognathus = (tiny animals, only +1 to hit, but 32 can attack each medium target, and odds require that you will get at least one critical hit every so often, so poison 1/rd for 4 rounds, 1d2 STR, DC 12, but again, odds dictate that you'll get enough hits and failed saves to destroy STR scores VERY quickly) = 112,500 GP</p>
<p>3000 Stirges = (tiny animals) you know what these do, and 32 of them can attack each medium target at the same time as the Compsognathus's, because flying and 4 per square = 75,000 GP</p>
<p>combat trained hippogriff (you want to flying above your stink shooting, blood draining, poison army) = 5000 GP</p>
<p>exotic military saddle = (so you can ride your hippogriff) 60 GP</p>
<p>The real expense is the food for these creatures, and the transport of that food. You will need 63 heavy wagons, which can each carry 4,000 lbs, and 63 heavy horses to drag around the wagons. This gives you a total capacity of 252,000 lbs in the wagons.</p>
<p>1 unit of carnivore food will feed one medium or small creature, so 1 unit will feed 4 tiny creatures. You will need 1,500 units of carnivore feed per day for your army. The stirges need only blood to feed, so they can alternate between the skunks and dinosaurs each day if you're not near a city or village (you're evil, so just send em to feed on the nearest populated area, then waltz in and toss all the loot in your wagons). At 1,500 units per day for your army, one month's rations will be 45,000 units of feed. This boils down to 228,000 lbs of feed per month for these creatures. </p>
<p>The hippogriff's food is slightly different. It is large, so you will need four units of feed per day, or 600 units per month. This will weigh 3,000 lbs. </p>
<p>Finally, you will need feed for your horses, which is 1 unit per day, as the description of animal feed specifically calls out horses. You will need 63 units per day, or 1,890 units per month. Animal feed is 10 lbs per day, so 18,900 lbs for one month's worth of feed for the horses. </p>
<p>Total wagon capacity is 252,000 lbs, and the total combined feed weight for the army, horses, and your personal mount is 249,900 lbs, leaving you a cool 2,100 lbs for LOOT!</p>
<p>Total cost thus far: 250,615 GP:
<br />
3,000 trained stirges: 75,000 GP
<br />
1,000 trained skunks: 30,000 GP
<br />
1,000 combat trained Compsognathus: 112,500 GP (25 each cost, x 1.5 for training = 37.5 GP each)
<br />
63 heavy wagons: 6,300 GP
<br />
63 heavy horses: 12,600 GP
<br />
30 days carnivore feed for 6000 creatures: 9,000 GP
<br />
30 days horse feed: 94 GP, 5 SP - round to 95 GP
<br />
30 days carnivore feed for hippogriff: 60 GP
<br />
1 combat trained hippogriff: 5,000 GP
<br />
1 exotic military saddle: 60 GP</p>
<p>Honestly, if you can't conquer just about ANYTHING with 3000 skunks, 3000 stirges, and 3000 combat trained Compsognathus, well frankly it cant be done. Skunks attack first, sickening the enemy, followed by the Compsognathus to soften them up, followed by the stirges to drain them. </p>
<p>I mean you could even just swarm them, and have 30 swarms of each type, and because they are Tiny creatures, they become diminutive and are immune to weapon damage. Or swarm half of them, and leave the rest. The options are really endless at this point. Bonus, if you swarm them, the food costs go WAY down, as they don't need as much food!</p>
<p>Basically, just present your GM with this and say: I win every encounter. There is no amount of AOOs or AOE spells that would be able to beat this kind of numbers in any number of rounds. Just track down your opponent and yell "sic em!" </p>
<p>Oh, and you have around 50,000 GP left, so I guess a vorpal katana? You'd have to get rid of a few creatures, but whatever. Your sword really doesn't matter when you have the EVIL CRITTER ARMY!</p>
<p>(Edited for typos).</p>May I suggest the classic stinking, poisonous, blood sucking army?
3000 skunks (tiny animals, so 4 per square, 30' ranged touch at +5 causes sickened condition, 1d4 rounds if you MAKE the save, 1d6 if you don't. Chances of never getting a nat 20 in 3000 rolls is negligible at best) = 30,000 GP
3000 combat trained Compsognathus = (tiny animals, only +1 to hit, but 32 can attack each medium target, and odds require that you will get at least one critical hit every so often, so poison 1/rd for...BoseMensch (alias of BoseMenschJS)2019-08-05T06:24:03ZRe: Forums: Advice: zen archer/inquisitor PFS build - thoughts?BoseMensch (alias of BoseMenschJS)https://paizo.com/threads/rzs42lbk?zen-archerinquisitor-PFS-build-thoughts#482019-06-21T00:41:54Z2019-06-21T00:41:54Z<div class="messageboard-quotee">Derklord wrote:</div><blockquote> <div class="messageboard-quotee">BoseMensch wrote:</div><blockquote>Because flurry relies on monk level for attack bonus, and rapid shot relies on BAB, so it will outpace flurry as soon as my BAB is higher than my monk level.</blockquote><p>Er, no? "For the purpose of these attacks, the monk’s base attack bonus <b>from his monk class levels</b> is equal to his monk level." It has bin that way since the 5th printing of the CRB, released November 2011, and the whole thing was fixed a year earlier by <a href="https://paizo.com/paizo/faq/v5748nruor1fm#v5748eaic9naz" target="_blank" rel="nofollow">this FAQ</a>.
<p>At ZA4/SH6, Flurry is at +6/+6, while Rapid Shot is at +5/+5. So I was wrong, Flurry is not "doing the exact same thing", it's <i>better</i>. <span class=tiny>The only upside of Rapid Shot is for feat prereqs, e.g. Snap Shot.</span> </blockquote><p>I was unaware of that FAQ, and my understanding of the rule was different. My reading of the text you quoted was that the flurry used monk level as BAB and did not add BAB from other classes. I am incorrect then about rapid shot exceeding flurry, as the basis for my calculations was using combined BAB against monk level, which capped at 4.
<p>And this is why I posted up my idea, so that folks who knew could let me know what I missed, so thanks Derklord!</p>Derklord wrote:BoseMensch wrote:Because flurry relies on monk level for attack bonus, and rapid shot relies on BAB, so it will outpace flurry as soon as my BAB is higher than my monk level.
Er, no? "For the purpose of these attacks, the monk’s base attack bonus from his monk class levels is equal to his monk level." It has bin that way since the 5th printing of the CRB, released November 2011, and the whole thing was fixed a year earlier by this FAQ. At ZA4/SH6, Flurry is at +6/+6, while...BoseMensch (alias of BoseMenschJS)2019-06-21T00:41:54ZRe: Forums: Advice: zen archer/inquisitor PFS build - thoughts?BoseMensch (alias of BoseMenschJS)https://paizo.com/threads/rzs42lbk?zen-archerinquisitor-PFS-build-thoughts#452019-06-18T14:59:24Z2019-06-18T14:59:24Z<div class="messageboard-quotee">Derklord wrote:</div><blockquote><p> I don't really get why you take Rapid Shot as a (bonus)feat, when you already have Flurry of Blows doing the exact same thing.</p>
<p>You need Dex 13 to take Deadly Aim, so go 14/13/13/10/17+2/7 (or 14/13/14/8/17+2/7 as I did).</p>
<p>Oh, and there is no "Weapon Focus (composite longbow)", just "Weapon Focus (longbow)". </blockquote><p>Because flurry relies on monk level for attack bonus, and rapid shot relies on BAB, so it will outpace flurry as soon as my BAB is higher than my monk level.
<p>Forgot about the min dex for deadly aim. Was trying to re-write this super quick, and wanted to maximize STR as much as I could. Will have to adjust ability scores, good catch!</p>
<div class="messageboard-quotee">andreww wrote:</div><blockquote><br />
<br />
Tripping enemies as an archer seems rather self defeating given you will be imposing a -4 penalty on your attacks. The control element can be decent but CMDs rise fairly fast and lots of things are also immune to being tripped. </p>
<p>I would consider switching to use the Roc as a companion. It is fast, it can move you and you can still take full attacks, it can grapple eneies who you can then shoot and that reduces their AC rather than tripping which makes them harder to hit, it has great AC and you can ignore cover either by shooting while flying above enemies or by being up in melee with it grappling and you shooting.
<br />
</blockquote><p>I thought the trip/trample anywhere along the charge path would be good for control of the battlefield. Charge past the front liner to end up next to the caster, trip & trample the front liner on the way, then the caster is the ranged target, while the fighter types deal with the tripped guy. Toss improved overrun on him, and he just goes through the guy, trips and tramples him, and ends up where he wants to be.
<p>I thought about the Roc as well, but since this is a PFS build, I thought that the elephant guy with narrow frame would be better. Most of the PFS stuff I've played (which isnt comprehensive, by any stretch) hasn't been outdoors or where flying on a mount would do much good. That being said, I have quite some time to decide on what animal companion to take, as it's five levels out from when I start playing the character.</p>Derklord wrote:I don't really get why you take Rapid Shot as a (bonus)feat, when you already have Flurry of Blows doing the exact same thing.
You need Dex 13 to take Deadly Aim, so go 14/13/13/10/17+2/7 (or 14/13/14/8/17+2/7 as I did).
Oh, and there is no "Weapon Focus (composite longbow)", just "Weapon Focus (longbow)".
Because flurry relies on monk level for attack bonus, and rapid shot relies on BAB, so it will outpace flurry as soon as my BAB is higher than my monk level. Forgot about...BoseMensch (alias of BoseMenschJS)2019-06-18T14:59:24ZRe: Forums: Advice: zen archer/inquisitor PFS build - thoughts?BoseMensch (alias of BoseMenschJS)https://paizo.com/threads/rzs42lbk?zen-archerinquisitor-PFS-build-thoughts#402019-06-18T04:32:21Z2019-06-18T04:32:21Z<div class="messageboard-quotee">Evilserran wrote:</div><blockquote><p> I kind of like the concept and som of the suggestions it seems OP is going to take, any chance they/you could tally this up so we can see what the character looks like with your modificiations
</p>
</blockquote><p>Well, this is what I've decided on, at least up to level 9:
<p>Human Monk: Zen Archer 3/Inquisitor: Sacred Huntsmaster 6 (Spelled it right this time!)</p>
<p>Starting stats:</p>
<p>STR 15
<br />
DEX 12
<br />
CON 12
<br />
INT 10
<br />
WIS 19 (17 + float)
<br />
CHA 7</p>
<p>Traits:
<br />
Magical Knack
<br />
Deadeye Bowman</p>
<p>Deity: Erastil
<br />
Inquisition: Conversion</p>
<p>Animal Companion: Deinotherium. Because free trip and trample when charging, and can be a mount... Boots of the cat = free dismount. And who doesn't want a crazy elephant companion?!</p>
<p>Level, class level, Feats:</p>
<p>1: Zen Archer 1: precise shot (ZA bonus), point blank shot (lvl), imp. unarmed strike (M), perfect shot (ZA), Dodge (racial)</p>
<p>2: Zen Archer 2: Weapon Focus (composite longbow) (ZA free), Rapid Shot (ZA bonus), </p>
<p>3: Zen Archer 3: Point blank master (ZA free); Deadly Aim (lvl)</p>
<p>4: Zen Archer 4: No feats, Ki pool for extra attacks; WIS +1</p>
<p>5: Huntsmaster 1: Boon Companion (lvl) </p>
<p>6: Huntsmaster 2: no feat</p>
<p>7: Huntsmaster 3: Extra Ki (lvl) </p>
<p>8: Huntsmaster 4: no feat; STR +1 </p>
<p>9: Huntsmaster 5: Clustered shots (lvl); coordinated shot (SH free teamwork)</p>
<p>10-12 Huntsmaster 6-8. extended bane at lvl 11, teamwork feats at 10 & 12, based on experience with build at that time, assuming character survival. One option is to take a level of fighter at 8 to get the free combat feat and get clustered shot at level 8 instead of 9, but that delays bane to level 10, and really the only reason to continue inquisitor levels is to increase the level of the companion. </p>
<p>I figure it will be a fun character to play for a bit, and if not, I can always create another.</p>Evilserran wrote:I kind of like the concept and som of the suggestions it seems OP is going to take, any chance they/you could tally this up so we can see what the character looks like with your modificiations
Well, this is what I've decided on, at least up to level 9: Human Monk: Zen Archer 3/Inquisitor: Sacred Huntsmaster 6 (Spelled it right this time!)
Starting stats:
STR 15
DEX 12
CON 12
INT 10
WIS 19 (17 + float)
CHA 7
Traits:
Magical Knack
Deadeye Bowman
Deity: Erastil
Inquisition:...BoseMensch (alias of BoseMenschJS)2019-06-18T04:32:21ZRe: Forums: Advice: zen archer/inquisitor PFS build - thoughts?BoseMensch (alias of BoseMenschJS)https://paizo.com/threads/rzs42lbk?zen-archerinquisitor-PFS-build-thoughts#92019-06-11T20:32:44Z2019-06-11T20:32:44Z<p>Sorry for the incoming wall of text! </p>
<div class="messageboard-quotee">Syries wrote:</div><blockquote> First off you need to use a shortbow or longbow with Flurry for a Zen Archer. I assume that is what you meant instead of 'compound crossbow'</blockquote><p>Yup. I mistyped... Love for alliteration did me in there I believe.
<div class="messageboard-quotee">Syries wrote:</div><blockquote><p>I honestly wouldn't put your ability score increases where they are. If you instead bring Wis down to 19 you could spend those three points bumping Dex to 14 AND get con to 12, which is (in my opinion) a must for any character, even a backline archer.
</p>
I'd go Str 13 Dex 14 Con 12 Int 11 Wis 17+2 Cha 7
<br />
Put 4th level ability increase in Wis and 8th level in Str.
<br />
</blockquote><p>Much better plan than mine, thank you so much!
<div class="messageboard-quotee">Syries wrote:</div><blockquote>I'd also just go 3 levels of Zen Archer right away, before swapping to Inquisitor. That way you get Wis to hit as soon as possible. I'd even suggest a 4th level of Monk for the Ki pool, allowing you to spend a swift action ki point for an extra attack when you flurry. At 5th level you would switch to Inquisitor and pick up Boon Companion then too, allowing you to have your full Animal Companion right away. </blockquote><p>My thought was to get the animal companion on the field as fast as possible, getting more actions per round with a companion that is much more likely to hit than I will. I know I won't be hitting regularly until level 4, but I'm thinking that the cat can make up for that to a certain extent until WIS to hit comes on board. The additional ki pool attack is a very good suggestion. I may have to revise my build idea to incorporate that. Would you go four levels archer first, or three archer, dip to inquisitor, dip archer again, then inquisitor out? Do you think getting the companion on the field quickly is worth waiting a level for the WIS to attack roll? I dunno. That was my thought process in taking inquisitor at 2 instead of 4.
<div class="messageboard-quotee">avr wrote:</div><blockquote><p>Why ranged trip/disarm? Your attack bonus is OK at best and trip CMD in particular tends to be high.
</p>
</blockquote><p>Because I didn't read the feats as carefully as I thought I did. I realize now that its not as synergistic as I previously, and mistakenly, believed. Thanks for pointing that out! I will have to revise those feats.
<div class="messageboard-quotee">avr wrote:</div><blockquote><p>Note that magical knack gives 2 caster levels back not all 3.
</p>
</blockquote><p>Yup, was aware of this, but 2 is better than zero, and is pretty good for a trait. :)
<div class="messageboard-quotee">avr wrote:</div><blockquote><p>Increasing Cha at level 8 does not seem helpful. You use Cha for handle animal and nothing else really, and by that level you should be able to use it on your companion without needing another +1 bonus. Sure, you have nothing else pressing, but if you're planning to play past L11 then it could matter then. Magic gear doesn't usually create odd numbers.
</p>
</blockquote><p>100% correct! :) I really just put it there because it was an odd number. I will be revising the build with the stats suggested by Syries, as that is a much better plan.
<div class="messageboard-quotee">Lelomenia wrote:</div><blockquote><p>I would hit boon companion as soon as you can; that thing won’t do much other than die until then.
</p>
</blockquote><p>I had concerns with that when trying to figure out the build. I couldn't see a way to grab the boon earlier, due to my confusion about the ranged trip/disarm feats and really wanting to get them online quickly. I see now that they are really a waste of a feat because of low CMB (which for some reason I left out of my mental equations when creating this idea). Thanks for the input!
<div class="messageboard-quotee">EstabanDeLaFerroVenté wrote:</div><blockquote><p>Personally I don't see the wisdom to AC being helpful when you need to be unarmored for it, medium armor will always be better, and for the starting levels your going to want to some dexterity so you can hit something.
</p>
</blockquote><p>Two great points, thank you! I addressed the low DEX above, but will be re-doing the stats to alleviate some of this. Regarding the WIS to AC, my plan is to only go unarmored until getting to the Inquisitor dip, and then getting into medium armor. The WIS to AC was a stopgap until I could get to higher levels. Basically, a way to avoid spending the limited PFS gold awarded on armor until I have some "extra" after weapon and other upgrades. Certainly not a good idea to try to use that for the life of the character here, so you made a great point. Also, my thinking was that I would be as far away from melee as possible, so my AC didn't have to be very high, as there would be fewer attacks coming my way.
<div class="messageboard-quotee">EstabanDeLaFerroVenté wrote:</div><blockquote><p>The coordinated shot team work feat might save you a point to hit, but even with your companion threatening your target, the benefit will still not be as strong as judgement, which is replaced by sacred huntsman. You might have a decent time hitting things while you have bane up, but after you're out of rounds, you'll need to fall back on your spells.
</p>
</blockquote><p>I think coordinated shot will be replacing ranged trip in my build, for the specific reasons you point out. Thanks for your help!
<div class="messageboard-quotee">Scott Wilhelm wrote:</div><blockquote><p>Consider the Metal Domain because I LOVE the Spell Gravity Bow.
</p>
</blockquote><p>You're right, gravity bow is AMAZING! The Metal elementalist arcane school gives gravity bow, but the Earth domain Metal subtype doesn't. Also, Inquisitors don't get domain spells. I am pretty well stuck with Conversion Inquiry for this build for a PFS character because of the WIS to skill thing, otherwise my diplomacy, intimidate and bluff become useless due to my CHA dump. And because you can't count on having a "face" character for PFS, I wanted to hedge my bets.
<div class="messageboard-quotee">Scott Wilhelm wrote:</div><blockquote><p>You are getting Point Blank Master from Zen Archer, and you have an Animal Companion that knows all your Teamwork Feats. I recommend you take Snap Shot and Improved Snapshot as soon as you can. With Snapshot, you can potentially make Attacks of Opportunity with your bow, Threatening Adjacent squares. With Improved Snapshot, your bow becomes like a Reach Weapon (10' Reach). You'll need Combat Reflexes, too, of course.</p>
<p>For Teamwork Feats, I recommend Broken Wing Gambit and Paired Opportunist. You are getting Ranged Trip. If you and/or your Animal Companion can find a way to take Greater Trip and Vicious Stomp. Since you are thinking about Tripping, consider Coordinated Maneuvers as another Teamwork Feat: +2 on all Combat Maneuvers.</p>
<p>What's going to happen is that you and your AC will generate huge amounts of Attacks of Opportunity, charged with your Gravitied, Bane arrows.</p>
<p>Whenever either of you is attacked, both of you will get Attacks of Opportunity. Whenever anyone move out of square within 10' of you, both of you get Attacks of Opportunity. Whenever you Trip someone, both of you will get 2 Attacks of Opportunity.
<br />
</blockquote><p>I wasn't thinking about getting AOOs at all when I made this build, because ranged, but your idea is fantastic! I am going to have to investigate this concept when I change all the stats. Thanks for the suggestion!
<p>Thanks everyone for your advice and suggestions! I'm always blown away by how helpful folks are on these forums, and how little trolling and flaming I see on here.</p>Sorry for the incoming wall of text!
Syries wrote:First off you need to use a shortbow or longbow with Flurry for a Zen Archer. I assume that is what you meant instead of 'compound crossbow'
Yup. I mistyped... Love for alliteration did me in there I believe. Syries wrote:I honestly wouldn't put your ability score increases where they are. If you instead bring Wis down to 19 you could spend those three points bumping Dex to 14 AND get con to 12, which is (in my opinion) a must for any...BoseMensch (alias of BoseMenschJS)2019-06-11T20:32:44ZRe: Forums: Advice: zen archer/inquisitor PFS build - thoughts?BoseMensch (alias of BoseMenschJS)https://paizo.com/threads/rzs42lbk?zen-archerinquisitor-PFS-build-thoughts#62019-06-11T14:08:32Z2019-06-11T14:08:32Z<p>Oops! I meant compound longbow, not crossbow. Typo there.</p>Oops! I meant compound longbow, not crossbow. Typo there.BoseMensch (alias of BoseMenschJS)2019-06-11T14:08:32ZForums: Advice: zen archer/inquisitor PFS build - thoughts?BoseMensch (alias of BoseMenschJS)https://paizo.com/threads/rzs42lbk?zen-archerinquisitor-PFS-build-thoughts#12019-06-16T14:05:59Z2019-06-11T05:53:33Z<p>So this is my first attempt at a multiclass archetype build for PFS, so I thought I'd post it up and get some input. I am pretty sure that it is PFS legal, but I may have missed something. I eliminated several options I would normally take, but are not PFS legal, so I think I verified everything. Also, I'm kinda stuck as to what to do after level 10 (assuming he survives that long, that is...). I suppose he could Fighter dip for extra feat goodness, but would lose some spells. At any rate, the concept is an archer build with a companion to add some additional action economy and protection for the squishy ranged character, along with a bit of spellcasting and social skills... A large hurdle, but I am hopeful that it works. Let me know what you think! Or don't, that's okay too.</p>
<p>Unnamed Character (I will get to this).
<br />
Human Monk: Zen Archer 3/Inquisitor: Sacred Huntsman 9</p>
<p>Starting stats:</p>
<p>STR 12
<br />
DEX 13
<br />
CON 10
<br />
INT 12
<br />
WIS 20 (18 + float)
<br />
CHA 7</p>
<p>Traits:
<br />
Magical Knack
<br />
Deadeye Bowman</p>
<p>Deity: Erastil
<br />
Inquisition: Conversion</p>
<p>Animal Companion: Babou, Small Cat: (Ocelot, of course!)</p>
<p>Level, class level, Feats:</p>
<p>1: Zen Archer 1: precise shot (ZA bonus), point blank shot (lvl), imp. unarmed strike (M), perfect shot (ZA), Dodge (racial)</p>
<p>2: Huntsman 1: No feat, sadface. Animal Companion, etc.</p>
<p>3: Zen Archer 2: Weapon Focus (compound crossbow) (ZA free), Rapid Shot (ZA bonus), Deadly Aim (lvl)</p>
<p>4: Zen Archer 3: Point blank master (ZA free); DEX +1</p>
<p>5: Huntsman 2: Ranged Trip OR Ranged Disarm (lvl); (Leaning more towards Trip)</p>
<p>6: Huntsman 3: Intercept Charge OR Coordinated Shot (SH)</p>
<p>7: Huntsman 4: Boon Companion (lvl) (recover lost companion levels from Zen Archer dip)</p>
<p>8: Huntsman 5: No feat, sadface. CHA +1 </p>
<p>9: Huntsman 6: Clustered shots (lvl); Coordinated Shot OR Intercept Charge (SH free teamwork)</p>
<p>10-12 Huntsman 7-9. Relentless Shot at 11 and teamwork feat TBD at 12, based on experience with build at that time, assuming character survival. Stat at 12 doesnt really matter, but can be assigned to any odd number created with magic gear. </p>
<p>My reasoning here: the Magical Knack keeps me from losing too much spell power by adding back my 3 level dip to my CL for spell effects (not to spell list or spells per day, I know). Deadeye Bowman means that my animal companion (or anyone, really) does not give soft cover to a target if they are the only one providing cover. Zen Archer at lvl 3 uses WIS to attack bonus for ranged instead of DEX, and the Monk bonus gives WIS to AC and CMD while unarmored. Zen Archer's flurry of shots gives multiple attacks at lower penalty than rapid shot until level 6 (when BAB exceeds monk level), so taking it at level 3 as the bonus feat makes sense. Conversion Inquisition adds WIS to Intimidate, Diplomacy, and Bluff instead of CHA, plus 1/2 inquisitor level from stern gaze. At Inquisitor level 3, I add DEX and WIS to my initiative, basically giving me improved initiative feat +1 for free. </p>
<p>The concept was to try to get one stat to do the work of several, in this case WIS turns into DEX, STR, and CHA, and I think it works. His skills are fair, as he gets 8 per level (6 class, 1 race, 1 INT), which isn't awful. With I could turn WIS into INT for skill monkeyness, but couldn't find a way to do that. My thoughts on intercept charge feat is that the companion will have a very respectable AC and a 50 foot movement speed, and can therefore get in the way and block anyone coming after the archer and any spellcasters near him. The real downside is not getting clustered shot until level 9 to bypass DR, and not being able to take manyshot, but I think the companion balances out the manyshot. </p>
<p>Anyhow, what do you all think of the build? Alternate suggestions? Constructive criticism?</p>So this is my first attempt at a multiclass archetype build for PFS, so I thought I'd post it up and get some input. I am pretty sure that it is PFS legal, but I may have missed something. I eliminated several options I would normally take, but are not PFS legal, so I think I verified everything. Also, I'm kinda stuck as to what to do after level 10 (assuming he survives that long, that is...). I suppose he could Fighter dip for extra feat goodness, but would lose some spells. At any rate,...BoseMensch (alias of BoseMenschJS)2019-06-11T05:53:33ZRe: Forums: Rules Questions: Freedom of movement =/= water flyingBoseMensch (alias of BoseMenschJS)https://paizo.com/threads/rzs42j1e?Freedom-of-movement-water-flying#82019-04-09T14:26:09Z2019-04-09T14:26:09Z<div class="messageboard-quotee">Auke Teeninga wrote:</div><blockquote> <div class="messageboard-quotee">Pathfinder Campaign Setting: Aquatic Adventures wrote:</div><blockquote><p><b>Freedom of Movement</b></p>
<p>In addition to preventing a character from being grappled and several other nasty conditions, freedom of movement enables the target to move and attack normally while underwater. Thus, a creature benefitting from freedom of movement can swing weapons without penalties (though objects that leave its possession, like thrown weapons or ammo from ranged weapons, lose this benefit), lift objects without drag, and <b>walk along the bottom at full speed. The creature automatically succeeds at all Swim checks as the water offers no significant resistance to its movement. If the creature has the ability to do so, it can fly or use spells like air walk to freely move around as if it were in air.</b> Creatures who need just the movement benefits from freedom of movement without the benefits against grapple, paralysis, and magic effects that hinder movement should consider the lower-level spell free swim on page 59.</blockquote></blockquote><p>Thanks! I don't have that book, and honestly, didn't know it existed. That is the specific answer for which I was looking. It also looks like its in line with my ruling and with everyone's comments.
<p>Thanks everyone for your input!</p>Auke Teeninga wrote:Pathfinder Campaign Setting: Aquatic Adventures wrote:Freedom of Movement
In addition to preventing a character from being grappled and several other nasty conditions, freedom of movement enables the target to move and attack normally while underwater. Thus, a creature benefitting from freedom of movement can swing weapons without penalties (though objects that leave its possession, like thrown weapons or ammo from ranged weapons, lose this benefit), lift objects without...BoseMensch (alias of BoseMenschJS)2019-04-09T14:26:09ZForums: Rules Questions: Freedom of movement =/= water flyingBoseMensch (alias of BoseMenschJS)https://paizo.com/threads/rzs42j1e?Freedom-of-movement-water-flying#12019-04-09T04:22:34Z2019-04-09T00:46:52Z<p>So I have had this debate now twice in a game I'm running, and while I have made a hard ruling on this, I wanted to make sure I didn't get this wrong, as I'm new to GMing pathfinder....</p>
<p>Situation: Character has essentially a ring of freedom of movement. Character enters pools of water that are very deep (30+ feet deep, 60+ feet wide, sloping downward away from point of entry) . Player argues that freedom of movement allows full movement speed vertically, not just horizontally. My argument is that no, you can move horizontally up to your full movement speed, but that unless you have a swim speed (character does not), you cannot move vertically at full movement speed due to the freedom of movement. Have now had this argument twice during the game, and I have rule both times that freedom of movement allows standard travel (i.e. you can walk on the floor up to your movement speed), but does not grant you a swim speed to travel vertically up to your movement speed.</p>
<p>To facilitate discussion, here is the full spell description:</p>
<p>"This spell enables you or a creature you touch to move and attack normally for the duration of the spell, even under the influence of magic that usually impedes movement, such as paralysis, solid fog, slow, and web. All combat maneuver checks made to grapple the target automatically fail. The subject automatically succeeds on any combat maneuver checks and Escape Artist checks made to escape a grapple or a pin.</p>
<p>The spell also allows the subject to move and attack normally while underwater, even with slashing weapons such as axes and swords or with bludgeoning weapons such as flails, hammers, and maces, provided that the weapon is wielded in the hand rather than hurled. The freedom of movement spell does not, however, grant water breathing."</p>
<p>Aaaand, argue!</p>So I have had this debate now twice in a game I'm running, and while I have made a hard ruling on this, I wanted to make sure I didn't get this wrong, as I'm new to GMing pathfinder....
Situation: Character has essentially a ring of freedom of movement. Character enters pools of water that are very deep (30+ feet deep, 60+ feet wide, sloping downward away from point of entry) . Player argues that freedom of movement allows full movement speed vertically, not just horizontally. My argument is...BoseMensch (alias of BoseMenschJS)2019-04-09T00:46:52ZRe: Forums/Pathfinder First Edition: General Discussion: How would you run a "tutorial" for a new player?BoseMensch (alias of BoseMenschJS)https://paizo.com/threads/rzs42inr?How-would-you-run-a-tutorial-for-a-new-player#42019-05-16T04:27:09Z2019-03-29T03:15:15Z<p>I think the best way to do it is just run them through a very simple scenario (i.e. you are going through this jungle/forest/cave system/city and have to catch/escape from the BAD GUY) that allows you to show how skills work and such, with one simple combat at the end, while you explain the game mechanics while their character does each thing. </p>
<p>"You're running through the jungle/forest/cave system/whatever and you come upon a fallen log/pit/ledge blocking your path! How do you get away from/catch up to the BADGUY(TM)? climb over? Cool! Here is how you roll a climb skill and why your character class is better/worse than other at that (i.e. class skill, etc.). Jump over? Cool! Here is how acrobatics works. Smash it with your weapon/fist/forehead/a herring? Cool! Here's how attacks against objects work. You come upon a village/guard post/campsite, there are villagers/guards/campers are there who may have seen the BADGUY(TM) or who might help you hide from the BAD GUY. Do you try to get help from them? Here is how diplomacy/bluff/intimidate works. Here is how bluff is different from intimidate. You catch the BADGUY(TM)/The BADGUY(TM) catches up with you! He/she/it looks like •description•. Explain how the knowledge skills will let them figure out things about the BADGUY(TM). Do you try to sneak away from/sneak up on him? Cool! Here is how stealth/perception work. Have a locked chest somewhere with loot in it. Here is how disable device/sunder/knock spell works. Basically expose them to the simple concepts of the gameplay mechanics in a very simple way, but one that lets them choose how to approach the problem in their own way, and then explain how the rules allow them to do the thing.</p>
<p>At the end, have a simple combat so that you can illustrate the combat rules, including movement, 5 foot step, attacks, AOOs, etc... Make it something that they will prevail pretty easily, but use it to show the different core concepts of combat. "As you enter the area, the BADGUY(TM) shoots at you with a crossbow! Here is how ranged attacks work, and what can affect the attack. You were behind a tree when the BADGUY(TM) fired? Cool! That makes you harder to hit because you have cover, and here is the penalty that BADGUY(TM) has to hit attempt to hit you. You snuck up on him and smashed him with your herring before he saw you? Cool! Here is how sneak attack works. Explain flanking and how that works by having some other NPC join the fight against BADGUY(TM). </p>
<p>That should give a basic understanding to your player without overloading them with too many things all at once. I basically did this thing with two folks who never played before and joined my weekly game, and they were able to pick up the basics pretty quick. I just took a PFS scenario, simplified it for my purpose, and ran that for them. They are still learning more of the intricacies of the game, but they had the core concepts down after that first session. With very complicated rule sets, I find that learning-by-doing is much better. I would stay away from the lore aspects of things until they have a firm grasp of the mechanics of how the game is played. </p>
<p>Most importantly, I encourage them to ask questions whenever they are not sure about how to mechanically do something, or if they CAN do something (the answer is almost always "yes, here is how you can try to do that thing you just asked about.."), and encourage the other players in the group to help out as well answering questions. Heck, I ask a lot of questions of the players in my game as they have a LOT more experience with pathfinder than I do. </p>
<p>My personal opinion is that using an NPC in-game to convey mechanics of the game system could be confusing the difference between role playing the character and discussing the results of game mechanics. </p>
<p>One last word of advice: Don't let a first time player try to learn the system with a caster. Magic rules just add an extra level of complexity to an already intimidating rule set. I learned this the hard way. Your mileage may vary though. </p>
<p>Just my $0.02, take it for what its worth.</p>I think the best way to do it is just run them through a very simple scenario (i.e. you are going through this jungle/forest/cave system/city and have to catch/escape from the BAD GUY) that allows you to show how skills work and such, with one simple combat at the end, while you explain the game mechanics while their character does each thing.
"You're running through the jungle/forest/cave system/whatever and you come upon a fallen log/pit/ledge blocking your path! How do you get away...BoseMensch (alias of BoseMenschJS)2019-03-29T03:15:15ZRe: Forums/Pathfinder First Edition: General Discussion: Last Three Characters You've PlayedBoseMensch (alias of BoseMenschJS)https://paizo.com/threads/rzs42i79?Last-Three-Characters-Youve-Played#242019-03-24T22:24:04Z2019-03-24T22:24:04Z<p>You may notice a bit of theme running through these... </p>
<p>In order:</p>
<p>Generic Redshirt (Pronounced "Jen-a-rick Reed-she-ert" in the worst possible caricature of a french accent you can manage): Lvl 1 UC rogue. Played him for a one shot ran by one of the players in a game I'm GMing when two of the group members couldn't play one session. He is basically Guy Fleegman (Sam Rockwell's redshirt character in Galaxy Quest), and I had a lot of fun playing him exactly that way. Lots of shrieking about being sent out to die and nobody knowing his name, which, of course, they didn't in the one-shot. </p>
<p>Bil the Ninja, Son of Bil the Ninja: Half-elf Ninja 4/Swash 1. I tell people to imagine Milhouse as a ninja when describing him. He is partially that, partially a bit character from Kung Pow: Enter the Fist, and partially a character from a book series. (Bonus points if you recognize it!) He was raised in a ninja school when his father (Bil the Ninja, of course) died in the first hours of his first excursion to the Emerald Spire, the first time he ever left the ninja school. Just like his father, Bil, Son of Bil, was raised as a joke by the leaders of the ninja school. They told him that he only has one "L" in his name because he is only a half-elf, and only elves get two "l"s... (Notice the homonym puns there... Yup.) So Bil, Son of Bil has joined the Pathfinder Society because he heard that he might be able to meet elves that way, and earn his "l" and that of his father... He asks everyone where he can find an L, VCs, shopkeepers, capture enemies, other pathfinders... Everyone is very confused when this happens. Bil is very naieve, but is trying his best. Sometimes, it works out; sometimes, hilarity ensues; most times, he just manages to fail his way into success. </p>
<p>Bil the Ninja. The original Bil the Ninja didn't survive very long. Literally the first PFS scenario (Emerald Spire lvl. 1) I played with him went horribly wrong for him. But I liked the character concept, so Bil, Son of Bil, was born.</p>
<p>[Spoiler omitted]</p>
<p>Bonus Character: Torvald Utney. Lvl 1 fighter. NOT the famous shot-putter... Although I did consider making him into one using the AWESOME "rock thrower" build I saw elsewhere on these forums, just to make that joke. Abandoned the character as I grew bored with him.</p>You may notice a bit of theme running through these...
In order:
Generic Redshirt (Pronounced "Jen-a-rick Reed-she-ert" in the worst possible caricature of a french accent you can manage): Lvl 1 UC rogue. Played him for a one shot ran by one of the players in a game I'm GMing when two of the group members couldn't play one session. He is basically Guy Fleegman (Sam Rockwell's redshirt character in Galaxy Quest), and I had a lot of fun playing him exactly that way. Lots of shrieking about...BoseMensch (alias of BoseMenschJS)2019-03-24T22:24:04ZRe: Forums/Pathfinder First Edition: General Discussion: Good programs or sites for running online campaignsBoseMensch (alias of BoseMenschJS)https://paizo.com/threads/rzs42i1a?Good-programs-or-sites-for-running-online#172019-03-24T21:26:05Z2019-03-24T21:26:05Z<p>TL;DR: FG looks like it is better if you don't care about dynamic lighting, but R20 has dynamic lighting and it is awesome. </p>
<p>I use R20 for the online game I run, and after a little bit of practice, it is pretty good. The hardest thing to do starting out is getting maps to scale properly sometimes, but there are good tutorials out there on how to fix scaling problems. </p>
<p>I have looked at FG, and it looks amazing, but it is missing the one function that is causing me to use R20: dynamic lighting. Yes, you have to have the premium membership to use it, and it take a lot of work to get to work on your maps, but it is pretty special for the players. Also, it gets rid of the "can I see that monster from here?" question.... With dynamic lighting, the answer is: "well, can you see it?"</p>
<p>One trick that I absolutely wish I knew previously is that if you are using the PF character sheets in R20, you can click on any function that is rollable, and then when it pops up in chat, you just click the chat box where you would normally type and press the up arrow. That will actually put the entire macro that the character sheet calls into text in the chatbox. You can then cut/copy and paste that into a macro button or (what I do) use the ability tab and just make it an ability that is tied to a token button. Then, when you click on the token, all the abilities tied to it pop up on a bar and you can just click them. I do this for all my NPCs attacks, saves, initiative, spells, etc. It is also MUCH faster than typing out my own macros, and then trying to hunt down the inevitable syntax errors that I make in them. </p>
<p>In terms of cost, FG is a higher up-front cost to get a license that allows you to GM and your players to play without purchasing the software, but R20 is actually more expensive in the long run. FG is a one-time fee, and R20 is a monthly or yearly subscription fee, which adds up to more than the cost of FG over the course of a year or so. Not sure if that is a factor for you, but its something to be aware of when making the decision. I haven't used/looked at mapmaker, so can't speak to it.</p>TL;DR: FG looks like it is better if you don't care about dynamic lighting, but R20 has dynamic lighting and it is awesome.
I use R20 for the online game I run, and after a little bit of practice, it is pretty good. The hardest thing to do starting out is getting maps to scale properly sometimes, but there are good tutorials out there on how to fix scaling problems.
I have looked at FG, and it looks amazing, but it is missing the one function that is causing me to use R20: dynamic lighting....BoseMensch (alias of BoseMenschJS)2019-03-24T21:26:05ZRe: Forums: Pathfinder Society: Doesn't the PFS have lawyers. VOs are employees not volunteersBoseMensch (alias of BoseMenschJS)https://paizo.com/threads/rzs42ihg?Doesnt-the-PFS-have-lawyers-VOs-are-employees#112019-03-25T17:10:16Z2019-03-24T19:43:58Z<div class="messageboard-quotee">Bob Jonquet wrote:</div><blockquote> Are you a Venture-Officer? Because if not, you don’t have a horse in the race so why stir up trouble where none exists? </blockquote><p>If you look at the thread creation history of the OP, you will likely find the answer to this question... Bring popcorn.Bob Jonquet wrote:Are you a Venture-Officer? Because if not, you don’t have a horse in the race so why stir up trouble where none exists?
If you look at the thread creation history of the OP, you will likely find the answer to this question... Bring popcorn.BoseMensch (alias of BoseMenschJS)2019-03-24T19:43:58ZRe: Forums: Pathfinder Playtest Prerelease Discussion: Why are Wands of CLW such a problem?BoseMensch (alias of BoseMenschJS)https://paizo.com/threads/rzs2uzfs&page=8?Why-are-Wands-of-CLW-such-a-problem#3682018-05-05T21:12:49Z2018-04-06T19:52:50Z<p>So I may have a bit of a different perspective on the whole PF 2nd Ed. thing, as I have only been playing pathfinder since January of this year. I don't have any deeply entrenched viewpoints on anything, as I'm still learning the ropes myself. I play exclusively online PFS games because that is the only way I can get games. I don't know anyone local who plays an IP game, and so the online PFS system is perfect for me to be able to get a game. I have leveled two characters a bit, one is just about to hit level 8 and the other just about to hit level 5. I have a wand of CLW for both characters (was my first purchase with PP for both chars) because I found that having one is pretty much a necessity for PFS drop-in style games where its never certain that there will be a healer in any game. That being said, both of those characters still have the first CLW wands they purchased, and both have at least 20 charges on their wand. This is a clear indicator to me that the CLW wand has an amazing cost to value ratio. Nearly every other piece of equipment that I started with became obsolete around level 3 or 4, but not the CLW wand. That, plus reading this thread, made me think about the root of the controversy, which is clearly the resource cost paid for the benefit received. </p>
<p>I'm not going to weigh in on the "full heal between encounters" debate, as I think it is a completely separate discussion from the resource economy of healing, which is the only thing I really am addressing in this post. </p>
<p>If you look at HP and GP strictly as resources, the CLW wand is grossly OP for the price, which seems to be the biggest argument against them. The suggestion above about total healing caps is, IMHO, the best way of dealing with that problem. Another solution is to change the economy of scale regarding the GP cost per HP healed. </p>
<p>To expand on the cap solution described earlier in the thread, my thought is that the cap should be set per CHARACTER based on spell type. A single character can be healed by any number of wands/potions/spells up to a certain cap, which is determined by spell level of the cure received. </p>
<p>For example, (using arbitrary numbers for cap amount) CLW healing is capped at 50 HP/day and CMW healing is capped at 200 HP/day. Using that example, two different characters could use separate CLW wands and a cleric can use a CLW spell to heal Mr. Tank, but the total healing that Mr. Tank can receive in a day from CLW of any kind is 50. If Mr. Tank is low level, he is happy because 50 HP is more than double his total HP, and he can be healed to full between multiple encounters. If Mr. Tank is higher level and has 100 HP, then he isn't so happy because he can only be healed for a total of half his HP that day. But if his buddies have CMW wands/spells/potions, which have a cap of 200 HP per day, he is again happy because he can be healed for twice his total HP again. No higher level character would carry 30 CLW wands, because they would just be wasted due to the healing cap. </p>
<p>Another option is to set the cost of a healing item based on its power, and reduce the cost as the power level increases. In order to make the maths simple, for this example I am just using a flat amount of healing per charge expended. The mean value for a die roll of 1d8+1 is 5.5, so just say that a CLW wand will heal 5 HP per charge. Using the current rate of 15 GP per charge for the CLW wand means that your cost per HP gained is 3 GP/HP. The mean die roll for 2d8+2 is 11, so a CMW wand will heal 11 HP per charge. Using the same 3GP/HP price, and the cost of a CMW would 33GP/charge following a linear progression. </p>
<p>However, if you decrease the cost per HP for higher level wands, the economy of scale makes CLW a less viable option. Set the cost of the CMW at 30 GP/charge instead of 33 GP/charge. The cost of a 50 charge CMW wand would then be 1,500 GP, but the actual GP per HP is now 2.72 GP per HP. That way, you get more bang for your buck as you buy more expensive wands as you level up. This does away with the economy of scale for CLW wands, and provides incentive to buy wands that are more comparable with player level. </p>
<p>Setting the actual costs per charge using random die rolls instead of just statistical mean rolls is more complicated, but those calculations could be done behind the scenes to come up with a progression that follows the "expected resources per level" progression that the developers have in mind. </p>
<p>I think both of these ideas would simplify the rules, although it may cause more bookkeeping for players who would have to track how much of a healing cap they have left for any given spell level. I dunno. However, without knowing more about how the resonance system plays out, it seems to be a bit more equitable than basically saying once you hit a certain amount of total, non-healing magic you just can't be healed at all. It just seems counter intuitive to me that a character can't be healed of a wound because she drank some other potion 12 hours ago that wore off in 5 minutes and he happens to be carrying a magic sword and wearing magic armor/rings/cloak/belt/etc. that use up the rest of her resonance. Unless there is some other way of healing large percentages of a character's total HP, which does not exist currently, it just seems unduly punitive to refuse to allow someone to be healed because they have other equipment. </p>
<p>Just my $0.02, and since its my first post, probably only $0.01 worth. :)</p>So I may have a bit of a different perspective on the whole PF 2nd Ed. thing, as I have only been playing pathfinder since January of this year. I don't have any deeply entrenched viewpoints on anything, as I'm still learning the ropes myself. I play exclusively online PFS games because that is the only way I can get games. I don't know anyone local who plays an IP game, and so the online PFS system is perfect for me to be able to get a game. I have leveled two characters a bit, one is just...BoseMensch (alias of BoseMenschJS)2018-04-06T19:52:50Z