My friends made a group of skeletons for PFS play and have been having quite the interesting time.
Odd thing came up in a game the other night:
The round is now over...
To further complicate the issue, the monster has swallow whole...so could the monster resolve swallow whole on it's original turn or does it require the grab condition to be active as in the delay consequence had, well delayed it? We ruled it the later in favor of the players but we were not sure...
Alex Speidel wrote:
I generally like the changes. I run for a lot of kids and teenagers and sometimes forced to change subtle points in the story and it's nice to know these are encouraged. The game is about fun and not real life culture or politics.
Pirate Rob wrote:
I get it...it's just been more difficult than I originally thought mixing new and old players together over something played a few years back...more so than just playing the intros over and over... Edit...just looking at the copied threads...those are 10-14 years ago...
During covid, a lot players withdrew, went online or found other ways to play. As our area stores seem to be getting back into a mix of play, we are seeing more and more conflicts in generating tables for people that played prior versus new players wanting to game weekly. As we start reviewing play records, lots of conflicts show up on "already played...". Does it matter? I don't really care about some players trying to game the system, frankly it only generates more high level game options / seats for everyone. We have plenty of purists that follow the rule but more and more it looks like people are simply ignoring it for the opportunities to participate. Thoughts?
Aaron Shanks wrote:
I just happened to come across this as I was looking for Gencon info (which is sold out)...prior to covid, I did lots of in-person games. After, they seem to be few and far between for pathfinder (I'm west of Chicago). My son is just starting to get into the game and we've been forced into more D&D sessions because there seems to be plenty of those in person. Online play is just like another screen game to me and I'm steering my kids away from that.
Alex Speidel wrote:
I'd offer to judge the special if I could get my son at the table...(he's only 12). We didn't get tickets either and have the slot open anyways.
Claxon wrote: The dragon catch guisarme assume the enemy will ever get close enough while flying for you to use it. Any melee weapon won't function against a target that stays far away. But for any target with flying that does melee attacks, it works well.
But to the OP, adding intimate to a trip build isn't that hard via cornugan smash. - Hellknight works well.
Imbicatus wrote:
If you fight lots of flyers... http://www.d20pfsrd.com/magic-items/magic-weapons/specific-magic-weapons/dr agoncatch-guisarmeworks wonders.
I think it would follow the expanded Daze description under the spell... DESCRIPTION
Dazed Condition: The creature is unable to act normally. A dazed creature can take no actions, but has no penalty to AC. Although not by RAW, I think the intent of the condition is that attackers get no special benefit.
I'd rather see save or die spells removed...it's just not in the "spirit" of a standard gaming mechanism that everything about an encounter (either for the players or against them) hinge on a single roll. I know it's iconic, but the changes in spells like hold person and glitter dust helped the game immensely...
Excaliburproxy wrote:
Having friends that like 5E and don't like 5E, it seems to me to be pretty simple: 5e is a more focused story teller version and with that, If power level is relatively low and equal, the game management is fairly simple. In PF, the variation is quite broad for someone that uses all of the books / builds / combinations and sits down at a table with just a core book built character. This can make it very difficult for a GM to balance combats or even role play encounters. Now going from PF to 5e, I can certainly see the comments of boring, dull and lacking detail...it's to be made up in the overall story telling aspect and "working" the game and the judge with imagination as opposed to rules structures. Yes, it seems, at least to me, they are very different.
I recently purchased this for one of my toons. It was expensive relative to my current gold but the character is also a follower of Nethys so it fit really well. If it was much more, I woulda passed. I was also able to find a good mini that has the exact staff. Power wise, it's been a niche item for incorporeal help. Otherwise, I'm using other spells. It sounds way cooler than it is actually. Perhaps a campaign that is a war setting where the holder can sit in a tower and shoot all day is too good. But 3-4 combats an adventure and I use it maybe once or twice if the combat is really long.
IMO, Improved crit. In PFS you only really start to get cash in the that 9-11 level range and there are sooo many cool items to be purchased. One feat doesn't usually break a build if you have to wait 2 levels but some having a decent all around weapon and the 17+ crit at 3x ...I'd go feat. Buy the adamantine with the cash.
Summoner...but only because the Eidolon rules are not so clear... I see all of the gunslinger hate but haven't seen it at the tables...they have their moments to shine but so do the all of the 2H weapon crushing melee builds (at low levels) and all of the mage save or die aspects at higher levels. - I've seen the havoc of blindness builds.
Pathfinder's Adventurer Chronicle book...
[i]Adventurer's Chronicle Numerous volumes and editions of the Adventurer's Chronicles exist. When used as a reference (an action that typically takes 1d4 full rounds of searching the text), an Adventurer's Chronicle grants a +2 circumstance bonus on a specific Knowledge check. Each Adventurer's Chronicle grants this bonus to a different type of Knowledge, but regardless of which type that particular chronicle is focused on, the overall cost of the book remains the same. [/] Inner sea World Guide pg 293.
Kyle Baird wrote:
+1 I support this concept.
Alchemist Vestigial Arm: The arm does not give the alchemist any extra attacks or actions per round, though the arm can wield a weapon and make attacks as part of the alchemist’s attack routine (using two-weapon fighting). So if the character normally would wield a 2 handed weapon and suddenly had an extra, functional arm; he could wield a shield in addition. So if the character normally would wield a 2 handed weapon and suddenly had an extra, functional arm; he could wield a shield as a weapon and as part of TWF full attack action and get 2 attacks (via TWF). So if the character normally would wield a 2 handed weapon and suddenly had an extra, functional arm; he could wield a one handed weapon and as part of TWF full attack action and get 2 attacks (via TWF). Wielding 2 two handed weapons seems to defy the off hand requirement for TWF that the off hand is one handed. Thus I'd say that defies the specific exception for vestigial arm to utilize TWF rules. Just my perspective. Edit: as far as str bonuses from the OP; I'd follow 1.5 / 0.5 as per primary / off hand but I can see a judge forcing 1.0 / 0.5 via TWF rules
Kydeem de'Morcaine wrote:
The above are the main points. I've been playing one in society now and it has been excellent at battlefield control. essentially...the Theurge doesn't do damage but prevents the bad guys from doing any.
The process is pretty defined for the base set of rules; you can't use a two handed weapon of your size in one hand without some specific exception; feat or skill. The rules are definitely more vague on changing sizes of weapons and effort requirements, especially going backwards; i.e. If I can use a two handed weapon of my size in one hand due to a feat, can I increase the weapon size one step and use 2 hands matching the required effort...thus the prior heated exchanges. Starting with smaller size weapon and increasing the effort with a -2 usually matches the damage of a similar one handed med weapon so it is counter productive. Ultimately what it seems you are after - the answer is no.
Nice guide. I thought I'd throw this build out there just because it has been so damn fun...and the mini I altered is too cool. "Monster" build Hungerseed Tiefling
Strength 18
Traits:
Feats:
Discoveries; Extra Arm, Extra Arm, Wings Although he can't be enlarged, he really hasn't missed it. With the extra 2 natural armor and a +2 shield, his AC is already 6 over your regular 2 handed fighter type. The DD is used generally from reach but can be adjusted for close. The bite has decent damage for those casters that try and step up. Mutagen is now lasting most of the time and although redundant with the armor of the pit, it's always there. I expect to have mithril full plate at lvl 8 so with +1 magic, that's a walking around AC of 30+. I've use the Alchemical Allocation to excess (spirit sight was amazing). Bombs come in handy if I want to hold a position and not move while still being active. For a little extra, I toss in some acid or fire on the weapon. And the extra arm and prehensile tail stops any of the "drawing, wielding, rules non sense". I'll have to see how this performs at higher levels, but so far, it has been brutal. Only one bad event where a certain invisible flying boss from another planet grappled me, did charisma damage and took me out in 1.5 rounds...but the team saved my ass.
Stick with a basic build. 4 bar / 2 alch
The alchemist really helps for the lack of heavy armor getting at least a +1 shield and the +2 nat armor is another +5 to AC. feats -
Eidt - vivisectionist would also be excellent...
I've played the play tests for the last few years and the larger event at gencon last year. I'm registered for some at this Gencon. I haven't been impressed. I did like the advantage and disadvantage mechanisms with extra dice as well as the skill focus extra dice. I also liked the way AC seemed to only move slightly higher with level however I can forsee a very boring fighter path sequence. I think in NEXT, everyone will want to play casters; the GM has far more latitude in spell effects and grey areas to allow magic the center of attention. Where 4th Ed was heavily mechanics based, NEXT is the exact opposite. I cannot see this version working in a living campaign style, the rules are simply too loose and rely on the story telling aspects to run the game. There will be a ton of table variation. One of the table's GMs at last year's Gencon recommended not using minis....as they take away the imagination.
Playing society I've found that the presence of a main fighter / 2 handed damage dealer determines the make-up of the rest of the group. If there is at least one guy who will stand in front and dish out the damage and be the focus to receive, the group make-up almost becomes irrelevant. As long as someone can wand him back or assist durnig the combat, all's good. I've played plenty of 1-5 level events with little or no cure casting capability. The higher levels become more "race events" without a healer but then you have an extra damage dealer. The other issue is the number of party members...4 players will be far more selective than 6 or 7.
Well, given the Cheliax change, at least my Hellknight is close to retirement. I can't see someone in that prestige class following Zarta if she's not supported by the Government...it just rubs the wrong way for a law and order group. ...now if she was founding her own order... ...that could be interesting.
1. Why are you a Pathfinder?
2. Do you have a name and surname that is not ripped straight out of existing Earth mythology or popular culture?
3. Which nation did you grow up in? How did this nation influence you?
4. What do you look like? What are your wearing? How does this vary when you’re stalking through forests, sewers, deserts or in glittering cities?
5. What do you love? (Treasure and experience doesn’t count)
6. What do you hate? (Unclear and irritating darkness level rules don’t count)
7. Which other Pathfinders (PCs) do you rely on for teamwork, survival and butt-kicking? Do you have a bro? a mentor? a father figure? maybe a rival?
8. How does your race influence your views? Are you a stereotype of a certain race? How are you different from most humans/elves/gnomes/orcs/tengu?
9. What are you afraid of? Do you have any phobias or worries?
10. What is your most treasured possession?
DM Beckett wrote:
I agree...the name is meh. essentially ...it would simply be The Jeweled Path
The hues of the opal, the light of the diamond, are not to be seen if the eye is too near.
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