I'm somewhat confused... If my position were right, what would be the point of the sentence on page 141 of the core under double weapons which states that: Quote: The character can also choose to use a double weapon two-handed, attacking with only one end of it. The other problem I have with my position is it states that you suffer attack penalties as if wielding a a one-handed weapon and a light weapon. If it counts as a light weapon, then per page 179: Quote: Wielding a Weapon Two-Handed: When you deal damage with a weapon that you are wielding two-handed, you add 1-1/2 times your str bonus. You don't get this higher Strength bonus, however, when using a light weapon with two hands. If the off blade counts as a light weapon then even if it's still wielded with two hands the str bonus does not not go 1.5. Of course the double section says apply only the attack penalties and not damage penalties so it remains open for interpretation or clarification. I'd really like some...
Mojorat wrote:
If your interpretation is correct... Please tell me the point of the Quarterstaff Master feat... Quote: By employing a number of different stances and techniques, you can wield a quarterstaff as a one-handed weapon. At the start of your turn, you decide whether or not you are going to wield the quarterstaff as a one-handed or two-handed weapon. When you wield it as a one-handed weapon, your other hand is free, and you cannot use the staff as a double weapon. You can take the feat Weapon Specialization in the quarterstaff even if you have no levels in fighter. A quarterstaff is a two handed double weapon, if RAW is it can be used one handed automatically with only one attack, well then why the hell is there a feat to let you do the exact same thing. No, the feat makes it quite clear that double weapons remain two handed weapons, and the one handed use language is strictly for oversized creatures using smaller two-handed weapons. Edit: I see what you're saying, and that you would say the feat allows its use without go down a size, I just still don't agree...
lalallaalal wrote:
I'm not buying it. Is there a quasi official opinion out there? I see no difference visualizing power between a two handed sword and a double axe. You do not switch hands for the off hand you use both hands to bring the ends around. While RAW says you can use a double weapon as one handed, nowhere does it say using it with two hands makes it count as a one handed weapon for each side. As for PA, if I get the 1.5 bonus for the two handed weapon, I get the extra damage for it from the offhand weapon. That's clear. If it counts as a one handed offhand weapon, you don't. Which brings us back to needing a ruling on two handed double weapons. If one exists...
Sorry to necrobump, but its better than starting a new thread... What about the double slice feat? The way I see it with Double Slice (which gives the offhand your str bonus for your attack), your two attacks get full str 1.5 damage. Your str bonus is in fact 1.5 for the primary attack because it is a two handed weapon. These arguments above me saying a double axe is not a two handed weapon is absurd, it's listed as a two handed weapon. You can use it one handed per RAW (although I somewhat agree with the size limitation arguments, but that's not importante here) but when used with two hands, it's a two handed weapon. As far as I'm concerned, with a double axe and double slice, I get 1.5 str damage for my primary and offhand attacks. Agree or Disagree?
Yosho wrote:
It's actually better than just spell recall because it doesn't have to be one you already memorized and cast. It can be any spell...
Buba HoTep wrote:
Someone correct me if I'm wrong, but you still get improved spell recall. So your spell recall abilities are only delayed going Hexcrafter, not removed.
Jason Ellis 350 wrote: One of the things that hurt the first season of B5 was the belief among TV execs that an arc show couldn't work, so they had to play it episodic with ties to the arc at first. Once the ball started rolling in seasons 2 and 3 it really picks up, although you can see ties to the arc looking back all the way to the beginning. It is still my favorite Science Fiction show, largely because technology has neither solved most of our problems nor has it become some terror that is on the verge of destroying everything. That and the characters were so well done. Totally agree, and don't get me started on what the TNT execs did to season 5...
meatrace wrote:
I guess we agree to disagree. Although, I like meeting fellow B5 fans! By season 2 and 3 the majority of the episodes were arc episodes and it rocked. When you have a great story arc, having to watch a meaningless story with one scene that ties to your arc is tough... If it means anything, I think the new trend of arc shows agree with me. They tend to avoid filler altogether and just go from arc episode to the next: e.g., Battlestar; Stargate Universe (really not very good); Game of Thrones (could be my new best show ever); Spartacus; 24; Prison Break, etc...
meatrace wrote:
B5. Don't get me wrong, I loved it and Season 1 was great because it was interwoven. But if people don't know it's part of an arc and that you're laying out pieces for later, it builds slowly... Season 1, Episode 1: Midnight on the Firing Line
-Great episode, lays out the council and the conflict between the Narn and Centauri, and lays out the Narn ultimately planning their demise. Good and connected to the arc. --------------------------------------------------------------------------- -----
-Filler, any way you slice it and dice it. --------------------------------------------------------------------------- -----
-More seeming filler. Sure the death of the Adira plays an important part later on but it's hardly an episode that will bring people to their seats and keep them there. --------------------------------------------------------------------------- -----
- Obviously a great one in retrospect. More filler on first viewing. And even on subsequent viewings it aint all that great but it does introduce the shadow ships without anyone knowing it. I like this one, but my comment remains about it bringing and keeping people in the seats. --------------------------------------------------------------------------- -----
-Filler. Even worse then that because your bring in a character that later goes nowhere due to the captain shake up. (no way planned, but covered up and wrote around real real nicely.) --------------------------------------------------------------------------- -----
- Tough one, woulda fit in good to the arc but they ended up dumping Talia which makes it just a dangling plot thread that goes nowhere. Introduction of the first ones is cool in retrospect, but again not one that gives you any idea of that on first viewing. --------------------------------------------------------------------------- -----
-Filler. I'm sure theirs something in the episode that ties to the arc but it sure aint much. --------------------------------------------------------------------------- -----
- Obviously, we're now beginning to get cooking... --------------------------------------------------------------------------- -----
-Damn, more filler. Good episode though. --------------------------------------------------------------------------- -----
-Filler, good episode! --------------------------------------------------------------------------- -----
- Other then the alcoholic thing, filler... I think Lise is introduced if I remember correctly. Same actress too, which king of impresses... Season 1, Episode 12: By Any Means Necessary
- Filler --------------------------------------------------------------------------- -----
- Great one. Introduction of Morden. What's not to like. --------------------------------------------------------------------------- -----
- Filler. Good one though. --------------------------------------------------------------------------- -----
- Total filler, but I guess the start of the menbari war stuff is cool. --------------------------------------------------------------------------- -----
- Eh... --------------------------------------------------------------------------- -----
- Minbari character builder... --------------------------------------------------------------------------- -----
- Good one. Planet never really used to potential, but at least they used it. --------------------------------------------------------------------------- -----
--------------------------------------------------------------------------- -----
- Great one obviously, doesn't really jibe with A War Without End with the captain switch, but he covers it up good enough. --------------------------------------------------------------------------- -----
- Filler, alien healing machine obviously a plot object but still doesn't really make it a good episode. --------------------------------------------------------------------------- -----
- And so it begins... A lot of filler in there, a lot of plot lines that got rearranged between season 1 and 2, and not a lot of real grab me episodes. Don't get me wrong, like I said... Best show ever, but Season 1 did not get off to a real running start.
TriOmegaZero wrote:
I sure as heck don't. But then, if they are trying to actively diplomacy me, they won't let me leave or will follow me and unless they chase me out of the area (unlikely), if they roll high enough, I just might stay. Unless of course, I'm brutish and there charisma is so low that their attempt to pester me disturb me so I punch them in the face. I think that would have to be a diplomacy check though.
TarkXT wrote:
Eh, the first season was a lot of filler... They got to the point by the end of the first season. Best. Show. Ever.
This teleport argument is a red herring if I ever heard one... If a party wants to go to enough trouble to spy a target, so they can be properly scried, so a target teleport destination can be identified, and then they can teleport in bypassing all those delicious planned encounters. ...well, that sounds like a good adventure in it's own right. You can't just invent a place and teleport to it. You need to have seen it. I don't know about your characters, but mine have usually only been through each dungeon once. I could scry the location if I know what creature to scry, but again lots of work. You need to find a creature, get enough to be able to scry him, and then hope he gets access to the inner dungeons and not the outskirts. Woopie, you teleported past the gate guards. I call that good planning and night of fun. I know of no wizards I've played with that gimp themselves to go through each encounter. If we have fun skills to bypass things in a fun way, we do it. Our DM likes it when we keep him on his toes and doesn't hold it against us.
I'll chime in, can't resist... I'm in the middle. Stats count. 7 is not that low, 5's better have severe consequences. I think you have a real problem though when you compare a human 5 intelligence with an animal 5 intelligence. The system is not designed for that. Lack of intelligence or charisma should manifest itself in SOME way, but I don't think the 5 int barbarian needs to be a stuttering mental incompetent. He could just know nothing of the "civilized" world, and have it put in that context. Things like down syndrome or retardation are not just about lack of intelligence, they are physical and genetic abnormalities that there is no reason to believe your character has based on a low skill score. As for the part about initial NPC reactions, I agree that's what Charisma is for, then diplomacy for initial reactions and the way the NPC will tend to react towards your personality, and then have that affected by their long term actions and personality. However, a low charisma high diplomacy type of guy, may very well be able to get what he wants in situations (i.e., out of patheticness, wanting to help an obviously socially disfunctional but good hearted guy) but never want to be friends with him because his overall personality and charisma is just too maladjusted. I know someone like this, trust me they exist.
Arkamit wrote:
Thank you, I knew I must have been blinded...
Great start to an AP and am looking forward to running it. I really like open ended adventures like this but my group tends to need some direction or they all fight and go off on their own goals. It will be interesting to see what happens with this... Anyways, the reason I'm here... I know I've probably had some evil cleric strike me with blindness but I can't for the life of me see how the party is suppose to get into the Caves of the Mother. I assume it is through V19, but where is the top of the pit at V19 topside? How is the party supposed to know it's there?
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I would love to see Pathfinder Society 1e options still included on the post-2019 convention circuit. Updated Retired Scenarios run by the original authors or Paizo staff would be great, as well as a Tier 19-20 scenario involving the Test of the Starstone (possibly venturing into The Boneyard, facing the challenges there, and finding Aroden for insight. Instead maybe limited time travel to stop one of the other Starstone successes or help others who initially failed). Oh well, extremely unlikely, but a guy can dream.
With the new PFS year, it seems Factions have been rendered irrelevant. Specifically, Prestige from Faction missions have been eliminated in favor of gaining a second Prestige Point through success at a secondary mission objective, now even retroactively to all seasons' scenarios.
Are the languages listed under the Linguistics skill the only allowed choices in Pathfinder Society play? If so, can anyone, even a non-druid, take Druidic? (Ahh, I remember the days of Thief Cant. . .)
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