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I'll probably be tarred, feathered, and run out of town for this one, but I think it needs to be said. There are a lot of reasons why I play Society over traditional home games. I like how consistent and scheduled it is, for one. It's nice knowing that come rain or shine, there will be a table or two full of players at my local lodge every Thursday. I like how the strict 4-hour time slot fits into my busy schedule. I enjoy the persistence of it, and the fact that my characters can seamlessly hop into a scenario at a convention on the other side of the country and not miss a beat (though I rarely get to exercise that option). I also like the friendships and camaraderie that PFS encourages; seeing old friends week after week as well as making new ones on occasion. But if I'm being honest with myself, one of the things I like best about PFS is that it puts the GM and the PCs on a level playing field. They are bound and restricted by the written rules just as much as I am, and frankly, I love it! You see, I am probably what most of you would label a "power gamer". I tend to build powerful, well-rounded, optimized PCs. I can't help myself. Fully half of my enjoyment of this game comes from theory-crafting builds and combing every book and PDF for the perfect feat, trait, or piece of equipment that compliments my character. To me, every character is a work of art, painstakingly built piece by piece with the greatest care taken to make sure that whatever their "schtick" is is entirely 100% legal by RAW. I abhor cheating. Can't stand it. Part of the thrill of making optimized PCs is knowing that they will stand up to intense scrutiny, and the OCD part of me delights in carefully making sure every purchase, item expenditure, and other bit of record-keeping minutiae is done by-the-book (even though my GMs groan when I have them initial ALL my transactions). Now, mind you, I am not one of those limelight-stealing power gamers who completely shut down encounters and deprive others of fun. I am content to sit back, happy to default to my character's "Option B" but knowing that I have a nuclear option to deploy should the need arise. In most of the home games I've played, I've noticed the GMs tend to get upset when my characters unleash their full potential. Some of this is due to just poor, adversarial GMing, but even good GMs become a little off-put when you suddenly trivialize an encounter that was on the brink of becoming a TPK. Inevitably, though, once they go over my character with a fine-toothed comb and realize that everything is above board, most of them resort to that all-powerful prerogative of GMs everywhere: fiat. I hate GM fiat. It feels too much like cheating to me, and I feel it can be disrespectful to the players. With nothing but a hand wave, a GM can completely invalidate my PCs, some of whom I have spent dozens or even hundreds of hours planning and building. Nothing tanks my enjoyment of the game faster than when my GM tells me that the one thing my character has dedicated his entire life to simply doesn't work. Enter PFS. My first Society game was something of a revelation. I was playing a pregen, and we were in a encounter that was quickly turning hairy. One of the other PCs, a witch, cast slumber on the BBEG, and it was immediately effective. Lights out, game over, we won. I fully expected the GM to balk at this, but he simply asked the player to explain her character's admittedly higher than normal save DC, which she did. Then he nodded and moved on, and that was it. I was amazed, and instantly hooked. I have never played a home game since. And I have never again had to experience a GM telling me that my highly-optimized sunder barbarian failed his sunder check just because.
Recently, my small local lodge has had an influx of kids come in and express an interest in PFS. Rather than try to integrate them into the tables with all the adults (and potentially running into some problems), I decided to step up and GM a separate kid's table. I like kids and I think it will be a fun challenge to test my storytelling chops. My problem is that I am relatively new to PFS (though not to Pathfinder in general), so I don't know which scenarios are more child appropriate and which are not. I'd like some suggestions on scenarios that are: 1. Fairly PG rated. 2. Jump right into the action or have a simple, strong hook to get the kids engaged quickly. 3. Can preferably be run in a 3 hour time slot, rather than 4. Any ideas? I should also mention that I am looking for full scenarios, and not quests, Beginner Box demos, or the Kid's Track.
Gonna get off my lazy ass and try to give back in my own small way to this amazing community. Be warned, these "critiques" are my own subjective, opinionated views, and their editorial value is suspect at best. I'm not much for number crunching or rules-lawyering, so if that's what you were hoping for, then you're sure to be disappointed. I am starting out with the intention of critiquing every item posted in the official item critique thread, but that may or may not happen, depending on how lazy I get. No promises. Please be patient. Please do not post in this thread. I'd like to keep neat and organized and focused solely on my personal feedback. If you have a question, comment, or clarification concerning your item, please feel free to PM me :) *earmarked for posterity*
I simply cannot fathom how people can choose to participate in RPG Superstar by submitting an item, and yet somehow completely ignore every iota of design advice given on these boards. Seriously, I am flabbergasted. You figure with the sheer concentration of good advice here on these boards that something must have gotten through to these designers, but apparently they all color their computer screens in with black permanent marker except for a tiny window just big enough to click the submission link. I've seen swiss army knife-ish spells in a can that are also joke items. And they're formatted incorrectly. And they're seriously cribbing and/or outright stealing functionality from other classes. smh
One of the things I struggled with when designing my wondrous item this year was the dynamic between appealing to the public vs. appealing to the judges. I did a lot of research, and here's what I found (bear in mind this is my opinion). Public voters seem to like: - Gonzo more than non-gonzo (to a certain degree) - Combat focused items more than roleplay focused items - High power/lvl items more than low power/lvl items - Unique/obscure item names vs more mundane names Judges seem to like: - Less gonzo - Combat oriented items - Low lvl items - Mundane, practical names that tell you what the item does Personally, as a voter, I lie somewhere in the middle. Items with names like Beardforge or Night Monarch Vardo really jumped out at me, and made me want to really take the time to find out what they were and what they did. I appreciated the risk-taking, slightly gonzo items, and tended to vote for them more often. However, I am a sucker for a good low lvl item, even if it's a bit mundane, and tended to upvote these more often when they were paired against a high-powered item. I also appreciate a good rp item, and favored those over combat-focused ones. How do you guys tend to vote?
My players LOVE pathfinder. Alas, I as the GM do not. I LIKE pathfinder, but I grow bored of it sometimes. I am really jonesing to play something different. Particularly something sci-fi, cyberpunk, etc, but at this point I'm willing to play ANYTHING else, as long as it is different than pf/3.5. I tried gently broaching the subject to my players, and it was met with resounding negativity. They weren't interested at all. Bear in mind that all my players except one are brand new to table-top rpgs, and pathfinder is the first and only thing they've played. They are rpg infants. I was wondering if anyone out there had successfully "dressed up" pathfinder as another type of game, and if so, how? I've done a bit of fruitless searching, but I was hoping that maybe there is some literature out there on how to run a sci-fi game using pf ruleset.
First of all, I want to give a shout out to all the wives, fiancés, girlfriends and significant others out there who patiently support our hobby even though they may or may not understand it. We men realize that there is a certain social stigma attached by the wider world to those of us that openly proclaim to be table-top role-players, and that you women bear it with a somewhat forced yet patient smile. For that, I say thank you. Now on to the topic at hand. Namely, why don't you like this game? And more importantly, what can we men do to garner your interest? We, as your loving spouses, love to see you happy, and having fun. We also love slaying monsters, finding sweet loot, becoming heroes, and discussing the finer points of gnome tossing with mid-air enlarge person. Why can't these two things we love co-exist? I realize that my target audience is not likely to be lurking these forums anytime soon, so I turn my question over to the greater Pathfinder and rpg community. Fellow GMs,what have you noticed that works/doesn't work to incorporate your more hesitant female players? Lady players, what first enticed you to the game, and what keeps you playing now? Perhaps we can gain some enlightenment into this age old question.
Stats in the table below are as follows: BAB, Fort save, Ref Save, Will Save, Special abilities, # of Basic Poisons (Price Reduction), # of Advanced Poisons (Price Reduction), # of Exotic Poisons (Price Reduction) Lvl 1
Lvl 2
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Lvl 20
Alignment: Any non-lawful. Hit Die: D4 Class Skills: The poisoner’s class skills are Appraise, Bluff, Craft (alchemy), Diplomacy, Disable Device, Disguise, Heal, Knowledge (arcane), Knowledge (geography), Knowledge (nature), Linguistics, Profession (alchemist), Sense Motive, Sleight of Hand, Survival, Use Magic Device. Skill Ranks per Level: 6 + Int modifier Weapon and Armor Proficiency: Poisoners are proficient with all simple weapons, blowguns, all crossbows, and the short bow. They are proficient with light armor, but not with shields. Poison Craft: When using Craft (alchemy) to craft a poison, a poisoner gains a competence bonus equal to his class level to the Craft (alchemy) check. He also may apply this competence bonus to any Profession (alchemist) checks made to generate income. In addition, a poisoner can use Craft (alchemy) to identify poisons as if using detect poison. He must observe either the poison or the symptoms of the poison for one round to make such a check.
Poison Immunity: After years of exposure to a plethora of different poisons, the poisoner has built up an immunity to all poisons, both natural and arcane. Innate Poison: Years of exposure to poisons and venoms has built up a deadly concentration of toxins in a poisoner’s bloodstream. A poisoner can utilize his own blood as a lethal poison that deals increasingly severe damage to his opponents (see level progression table). Applying a dose of this poison deals one point of hit point damage to the poisoner per dose. This damage is accumulative, but also temporary and is recovered after one hour of rest, regardless of the amount of damage incurred by applying multiple doses of this poison. This innate poison can be utilized a number of times per day equal to the poisoner’s class level + Constitution modifier. Doses of this innate poison only remain potent for one hour after they are withdrawn from the poisoner's body, after that they become inert and worthless. The Fortitude save DC for this poison is equal to 10 + poisoner class level + Intelligence modifier + Constitution modifier. Quick Application: A poisoner may apply a single dose of poison to a weapon as a move equivalent action. Swift Application: A poisoner may apply a single dose of poison to a weapon as a swift action. Immediate Application: A poisoner may apply a single dose of poison to a weapon as an immediate action. Price Reduction: As he gains experience, the poisoner learns more efficient and cost-effective methods for creating his poisons, and for obtaining their components. As such, he needs less reagents and raw materials (and thus less gold) to craft these poisons. The poisoner may select a certain number of basic, advanced, and exotic poisons (as per the level progression table) from the poisons list. Those poisons that he selects can then be crafted at a reduced component cost. For every level of price reduction that the poisoner possesses, he may subtract 10% from the original raw material cost of the poison (based on the poisons list). Poisoner Talents: At every even numbered level, the poisoner may select one of the following talents from the list below. Some of the talents have prerequisites that must be met before the talent can be selected. Unless otherwise noted, these talents do not stack with each other and cannot be taken more than once. Arcane Blood - A poisoner with this talent can imbue his innate poison with a bit of his own life force. Weapons or ammunition that this poison is applied to are considered magic for the purposes of bypassing or overcoming damage reduction. Bleeding Toxin - Living opponents who take damage from a poisoner’s innate poison take 2 additional point of bleed damage each round for each die of the poisoner’s innate poison damage (e.g. 4d8 equals 8 points of bleed damage). Bleeding creatures take that amount of damage every round at the start of each of their turns. The bleeding can be stopped by a DC 15 Heal check or the application of any effect that heals hit point damage. Bleeding damage from this ability does not stack with itself. Bleeding damage bypasses any damage reduction the creature might possess. Blinding Spittle - As a standard action, the poisoner may spit as a ranged attack. If this attack successfully hits an opponent, the opponent must make a Fortitude save (DC = 10 + class level + Constitution modifier) or be blinded for the next 1d6 rounds. This attack has a range increment of 10 ft. Creatures without eyes or creatures that are immune to critical hits are also immune to this attack. Double Dose - Once per day, the poisoner may apply two doses of the same poison to a single weapon or ammunition. Their effects stack and the Fort DC increases by 2. This doubles the action requirement for a single application. All doses applied in this manner are expended simultaneously. Once applied, these poisons only remain potent for a number of rounds equal to the poisoner's class level + Intelligence modifier, after which they become inert and useless. Metabolization - With this talent, a poisoner can reduce the onset time of a poison he crafts by one category less than is normal (e.g. One hour becomes ten minutes, ten minutes becomes one minute, one minute becomes one round, and one round becomes instantaneous). A poisoner must be at least 4th level before selecting this talent. Metabolization, Greater - With this talent, the onset times for any poison the poisoner crafts become instantaneous. The poisoner must be at least 12th level and possess an Intelligence score of 18 or greater before selecting this talent. Modified Poison - Once per day, by sacrificing 2d8 points worth of hit point damage, a poisoner can instead imbue his innate poison with one of the following abilities for a number of rounds equal to his Intelligence modifier (minimum 1): shaken, confused, fatigued, and sickened. Only one condition can be added to his innate poison at a time. A poisoner taking this talent can only choose one condition at a time, however, this talent may be taken more than once, with the poisoner selecting a different condition every time he takes the talent. A poisoner must be at least 3rd level before selecting this feat. Modified Poison, Greater - Once per day, by sacrificing 5d8 points worth of hit point damage, a poisoner can instead imbue his innate poison with one of the following abilities for a number of rounds equal to his Intelligence modifier (minimum 1): blinded, exhausted, nauseated, staggered, stunned. Only one condition can be added to his innate poison at a time. A poisoner taking this talent can only choose one condition at a time, however, this talent may be taken more than once, with the poisoner selecting a different condition every time he takes the talent. A poisoner must be at least 9th level, and must possess at least two modified poison talents before selecting this talent. Multi-Dose - Once per day, the poisoner may apply a single dose of two different poisons to a single weapon or ammunition. Their effects stack, both Fort DC’s increase by 2, and the target may make a save to resist each poison separately, starting with the highest DC first. In the event of a failed save, all remaining poisons immediately take effect. This doubles the action requirement for a single application. All doses applied in this manner are expended simultaneously. Once applied, these poisons only remain potent for a number of rounds equal to the poisoner's class level + Intelligence modifier, after which they become inert and useless. A poisoner must be at least 4th level and possess the double dose talent before selecting this talent. Poison Conversion - A poisoner with this talent can convert any poison type (contact, ingested, or inhaled) into an injury poison. When crafted in this manner, the craft DC of the poison increases by 4. This does not affect the Fortitude save DC when the poison is crafted. A poisoner must be 8th level before taking this talent. Poison Touch - The poisoner gains a poisonous touch, as if under the effects of a poison spell. He can suppress or activate this ability as a free action. The poisoner must be at least 16th level before taking this talent. Potent Poison - The damage dealt by the poisoner’s innate poison increases by 1d8. A poisoner can select this talent more than once; its effects stack. Sticky Poison - Any poison the poisoner creates is sticky - when the poisoner applies it to a melee weapon, the weapon remains poisoned for a number of strikes equal to the poisoner’s Intelligence modifier. This excludes innate poison, and any multiple doses of poison applied to a single weapon, such as via the talent multi-dose. Triple Dose - Once per day, the poisoner may apply three doses of the same poison to a single weapon or ammunition. Their effects stack, and the Fort DC increases by 4. This triples the action requirement for a single application. All doses applied in this manner are expended simultaneously. Once applied, these poisons only remain potent for a number of rounds equal to the poisoner's class level + Intelligence modifier, after which they become inert and useless. A poisoner must be at least 12th level and possess both the [i]double dose and multi-dose talents before selecting this talent. Trifecta - Once per day, the poisoner may apply a single dose of three different poisons to a single weapon or ammunition. Their effects stack, and all three Fort DC’s increase by 4. The target may make a save to resist each poison separately, starting with the highest DC first. In the event of a failed save, all remaining poisons immediately take effect. This triples the action requirement for a single application. All doses applied in this manner are expended simultaneously. Once applied, these poisons only remain potent for a number of rounds equal to the poisoner's class level + Intelligence modifier, after which they become inert and useless. A poisoner must be at least 16th level and possess the double dose, multi-dose, and triple dose talents before selecting this talent. Fatal Blood - Once per day, at 20th level, a target successfully hit by a poisoner's innate poison must roll 1d20 every round for the next ten rounds. If the die roll results in a natural 1, the target immediately dies and cannot be resurrected by any means mundane or magical. The next round, the threat range of instant death doubles (1 or 2), and continues to double every round for ten rounds. This means that by the tenth round, a roll of natural 10 or below results in instant death. If the target is still alive after ten rounds, it takes the appropriate damage based on the level of innate poison used, but suffers no additional effects. A poisoner can suppress or activate this ability at will, but it must be declared before rolling the attack. Please let me know what you think. In creating this class, I drew inspiration from the Alchemist and the Rogue. Keep on the lookout for the poisons list. I'll probably post it tomorrow. I just don't have the time right now. -B
If I possess the feat "Agile Maneuvers", and I make a successful combat maneuver check to grapple a foe, thereby gaining the grappled condition, do I then incur a -2 penalty on subsequent combat maneuver checks as a result of the -4 DEX that accompanies the grappled condition? Seems a bit odd to punish DEX based grapplers more than STR based ones, especially in regard to further combat maneuver checks. That's like saying that I'm suddenly not as good at grappling someone simply because I just grappled someone. Can anyone enlighten me? |