I'm curious about other peoples experience with how the Advanced Class Guide has changed your local scene for Pathfinder Society. Although I really like some of the new classes, I am starting to wonder if dropping so much new legal material on us all at once was a bad move. It could be partly that the new school year started around the same time, but it's been way more difficult to get people to fill GM slots at the local venues here lately. Is this partly due to GMs not feeling comfortable running games with so many characters that have a ton of new rules associated with them, or is it just that everyone has more on their plate now?
I have been unable to find any ruling or consensus on this either. For PFS I just ask each GM I play with if he/she allows potions in spring loaded wristsheaths. I don't really know of anything that allows the GM to apply damage to potions from doing this, but there is nothing in the rules that explicitly allows you to carry potions in the spring loaded wristsheath either, so it will be at their discretion. Some say yes, some say no, I adjust tactics accordingly. My PFS character is much better if I don't have to use a move action to retrieve my commonly used potions, but table variation is just part of the nature of the game that you have to be willing to accept when you play PFS.
You will certainly have to tailor encounters more than in a regular game, but this sort of thing can work very well in my experience. It just requires you to keep in mind what the partys capabilities and vulnerabilities are a little more than usual. I am certain that you will get some naysayers chiming in here to tell you that this is a bad idea and that you should use some other system, but I would reccomend talking to your players, get them to buy into the idea and run with it. Sounds like fun to me, but I love playing low magic Pathfinder.
Even when I use the same starting concept for a character they tend to take on a life of their own. I happen to currently play 3 versions of the inital concept. One in A Pathfinder home game, One in a 4th ed. game that uses the same race/class/name, and one in PFS who started the same as the original character but went in a very different direction.
taldanrebel2187 wrote:
I'm surprised that no one has noted that regardless of weather or not this was evil it was most certainly not the way the rules work. Cleave is a standard action and cannot be done on a charge. Now back to the evil part. I don't think I would nessecarily consider fighting back against arrest to be evil in and of itself. We have only one side of the story here, and even that one sided take on the situation has a good number of people leaning towards calling it an evil act. I can only imagine what we would learn from hearing the GMs account of things. The GM is the one who gets to make the call on if this was evil or not, he's the only person who is qualified (or hopefully he is qualified) to make that call in regards to his game world. If the OP doesn't like how it was ruled he should talk to the GM rather than come on the message boards and whine about how his GM runs the game they are playing. It certainly isn't going to solve the problem the OP is having with the GM, but I suspect that isn't the objective here anyways.
I have seen a pretty wide range of classes played in my area (Edmonton, AB). After playing a dozen scenarios the only things I have yet to see played here are Druid, Cavalier, Summoner, Magus, Samurai, and Ninja. Sorcerer seems to be the full caster of choice around here, martials are a pretty mixed bag of barbarians and fighters with the occasional paladin running around. I am a little surprised that I don't see more clerics out there, and have had a rogue in the group for more adventures than I expected given how little love they seem to get on the boards these days. Then again, messageboard opinions and what people like in real life often have little correlation. EDIT: I have not seen any Advanced Class Guide playtest classes in PFS here yet.
This can depend somewhat on the style of game that you play and how often characters get knocked down below zero in encounters. I am currently playing in a game where every encounter is built to nearly kill the party. CRs sometimes range up as high as double the APL and I don't remember an encounter where at least one character hasn't gone into negative HP (I actually expect the battle we are in now to end in TPK, but I have said that before) In this campaign I would always choose Orc Ferocity, but in a more standard game I expect that Sacred Tattoo would be more helpful overall
I had just started thinking that traps were a non-issue in PFS, until the last couple missions where we ran into at least one per scenario. The first one could easily have outright killed one of my first level companions if they had been hit by it. I know there isn't a lot of glory in having trapfinding when there are no traps in the scenario, but a character with that skill is always a welcome addition to any group I am playing in.
I took Drunken Rager too and I'm really starting to regret the choice now. Giving up 10 feet of movement for an ability that in reality is almost never useful seems like a bit too high a price. Perhaps it comes down to variation between DMs but since it's pretty tough to have a mug of ale on hand when it might be useful in a fight, and potions need to be accessed before you can drink them as a move action, I really feel that it is a bad archthype.
You might want to consider starting with only 17 INT with the intention of bumping it up to 18 at level 4, this will allow you to up your CON score to 14 and make you more likely to survive to the higher levels.
I am running my nephews through the Rise of the Runelords adventure path, and it is going very well so far. I have toned down some of the more mature elements of the game because they are around the same age as the kids you are dealing with, but it hasn't required much work. I can't speak for much farther than the end of the Burnt Offerings part of the book since we haven't gotten there yet. Perhaps someone else can weigh in on how kid friendly the rest of the adventure path is, but for now things are going well and it hasn't been too hard for them. |
