Vaarsuvius

Cold Napalm's page

**** Pathfinder Society GM. 3,060 posts. No reviews. No lists. No wishlists. 12 Organized Play characters.



Grand Lodge

Okay so me and notadrow have a method of basically ripping through this mod like nobody's business so we decided to try this out with some of the new classes. It did not go as smoothly...partially due to forgetting reach weapons...but in anycase, the hunter making an awesome animal companion and taking the tank role seems to work out well. The blood rager at low levels seems pretty dang devastating and at higher levels it will have less issues then the run of the mill none UMD barbarian or fighter. Power wise, I think the blood rager is fine even if the magus spell list seems wrong for higher level play...but then again that was not tested. The brawler was able to do decent damage and the move to get a feat thing actually makes this class pretty dang interesting and versatile. I like this one. And now the war priest.... This class REALLY needs full BAB. No seriously. With the 3/4, all this class is a cleric that just sucks.

Grand Lodge

So...the FAQ says...

Witch, Fortune Hex: How often can a creature "benefit" from this hex? If it lasts more than one round, does it end after the first time it is used?
When a creature becomes the target of the fortune hex, it gains the benefit of that hex once per round, until the hex runs out, as determined by the level of the witch that created the effect. Once it ends, the creature cannot again be the target of that hex for 24 hours.

So the official FAQ is that the benefit of the fortune hex has been met when the round based on the witch level runs out...NOT the duration of the hex. So if you cackle as a witch less then level 8, you benefit from the 1 round that your level gives you for fortune according to how this is worded and cackle does nothing as you have met the requirements for what this FAQ says is what constitutes the term of benefit from this hex and can't gain the benefit for the next 24 hours. So basically...no fortune + cackle anymore? And no, don't go use whatever you want as a GM because this is for PFS...no GM fiat please. A player wanted to do this (and actually so do I)...but I seem to be getting shut down by what the FAQ says.

Grand Lodge 4/5 ***

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No I don't mean the second part of first steps.

I just got through reading lamontia's first death thread and also been meaning to address this from a few sessions I was involved in as well. So it seems a lot of players...especially the new players, seem to not know to carry some common items on hand for higher level play. Things like potions (or scrolls if you can use them) of fly. It shocks me how many characters lack a fly option in PFS at level 5+. Or cold iron and silver arrows/weapon. Adamantine weapons blanch unless you have an adamantine weapon. You know, the common stuff that you should have on hand for high tier play. Along with tactics in high level play.

So...what about doing a series of scenarios around level 6 that goes about teaching new players how the game shifts at the higher levels? Maybe even have a rebuild boon at the end so if they find that their character just can't handle how the game changes at the higher levels, they can switch and continue with their character?

So what do you all think?

Grand Lodge 4/5 ***

Okay so I managed to get one of these from a boon but I have a question about it regarding skill points and bonus spells per day. Since normally, you have no way to do this in a normal PFS game, there seems to be little discussion on the matter. Anyways do profane bonus to int also increase the spell per day via bonus spells and does it give you extra skill points? If it does give you skill points, what happens when then effect wears off? Or do you handle it like a head band and assign a skill that just gets maxes out while active?

Grand Lodge

Okay so something on the PFS board got me looking at this a bit closer and the alchemist infusions needs to be fixed. The issue that came up in PFS was with skin send being used with poisoner's glove or inject infusion to basically no save helpless any critter with skin for one round and assuming they live, having them at half health. What is worse is polypurpose panacea use in this manner. But that is just the limburger cheese of this cheese tower. Infusion not excluding personal spells or target: You only spells means that you can create infusions of shield, monstrous humanoid 2 or 3 or giant form 1 to the party fighter types for some pretty freaking scary effects. So I think infusion needs an errata to not work on personal or target: You effects.

Grand Lodge 4/5 ***

2 people marked this as FAQ candidate.

Are these items considered incremental items of each other or if I get spell cunning via bonded item (as these only work as bonded items) do I have to scrap it and pay for bonding with a new item if I want the spell mastery at a later time?

Grand Lodge 4/5 ***

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Okay...so snowball, a conjuration DD spell that out does pretty much all the evocation spell of the level is allowed in PFS because it's not unbalancing...despite the fact that previous version of the game have said otherwise about conjuration spells that out did evocation at what evocation is suppose to do.

And magical knack is STILL banned because it's overpowered?!? A trait that honestly only help pretty fringe character builds. Yes these fringe builds take this trait hands down...but that isn't because the feat is so strong...it's because the build is so WEAK that it doesn't really work without it.

Seriously...there is a disconnect here. Either snowball has no business in PFS or magical knack does belong in PFS...or both those statements are true.

Grand Lodge

Well that's just stupid. This feat requires arcane strike...which requires a swift action to use. When this feat gets triggered, you need a swift action to get the dispel off. WTF?!? Seriously, arcane strike and arcane armor training needs to be made constant effects and this whole every freaking effect is gonna run off swift actions needs to stop.

Grand Lodge

That do not use a template. This is for using UA line of spells and since you can't use templates for polymorph spells, it is making me scratch my head on what I can use. Prefer bestiary 1 monsters...but any of the bestiary will work. No monsters found at the back of an AP or such please.

Grand Lodge

Player: The game doesn't have enough role-playing and too much fighting in it.

Me: Okay for the next encounter, you see two ruffians talking with each other and they eye you nervously but do not draw their weapons.

Player: I draw my sword...

Me: *facepalm* roll initiative.

Grand Lodge

1 person marked this as FAQ candidate.

Okay so I was looking at what I can do with this feat and touch of idiocy is hilarious. For a 3rd level spells, you can make life of any caster hell for 10 min/level at low levels. On top of the 1d6 casting stat penalty, you need to make a DC 12+casting stat+spell being cast +0-2(for spell focus) concentration check. At level 5, your probably looking at DC 18-24 to get spells off. Course at higher levels your gonna need higher spells to base this off on and mages sword is comes to mind...but that is only for one round per level. Then I went umm no wait...what about buff? Disruptive mind blank...24 hours of disruption :P . DC 19+ casting stat+spell being cast can easily top out at 37. I'm gonna ignore spell focus because really, who takes spell focus abjuration?!? I'm so gonna make a BBEG that casts disruptive mind blanks.

Grand Lodge

Okay that spell list needs some work. The reason the bard as a 6 level caster works is that some of the higher level spells for full casters are lower level for the bard so they can get access to them at around the same time as the full casters. This needs to happen with the magus as well. For instance, greater shout and irrestible dance are 8th level spells for wiz/sorc that is 6th for bards. Bards get greater heroism one spell level sooner, etc etc.

Grand Lodge

Umm okay so I have a gripe. So the EK having an utter lack of class abilities that lets somebody combine a fighter and a mage has been argued as well you can't have "everything" and then they make this?!? WTF?!? This PrC is a cleric/fighter that doesn't even need a level of fighter to enter. You get TONS of class abilities that syc well, you still get 9th level spells, you basically get EVERYTHING...and once again, you don't even need a level of a fighting class.

Grand Lodge

Steel_Wind wrote:

The variant Paladins in the APG seem flavorful (indeed, the flavor throughout the APG is absolutely firt rate) but I don’t think any of them is particularly atractive. The exception to this general ovservation is the Undead Scourge Paladin variant. However, the 11th level variant ability of this class variant, Undead Anihilation is redundant almost to the point of being useless:

Quote:
Undead Annihilation (Su): At 11th level, an undead scourge can expend one use of her smite evil ability as a standard action and make a single melee attack against an undead creature. If this attack hits, the undead creature must make a Will save or be destroyed. The save DC is equal to 10 + 1/2 the undead scourge’s level + the undead scourge’s Charisma modifier. Undead with twice as many Hit Dice as the undead scourge are unaffected by this ability. If the attack misses, the smite evil is wasted without effect. This ability replaces aura of justice.

Sounds cool, until you realize that this is an ability which the Paladin already has, in a better form, at 8th level.

Assuming the Paladin took Divine Bond for his or her weapon (and really, what Paladin chooses a mount for their divine bond instead of a weapon?), then the Paladin can already add Disruption to his bonded mace. Disruption has a Will Save DC 14 or be destroyed, essentially the same Will save for a 20th level Paladin with an 18 Charisma using Undead Annihilation. And Disruption lasts for 8 minutes -- not as a one shot like Undead Annihilation that you have to burn off a Smite Evil in exchange.

A better mechanic for Undead Annihilation is for it to operate as the 8th level Aura of Life, except that the undead has -4 to Will Saves for all purposes (read: -4 Will save to Disruption effects). Remember, this Undead Annihilation ability replaces Aura of Justice, which is probably the most powerful class ability of any class that is not a 20th level end-game “summit”...

Umm your just wrong. Disruption is DC 14 always. Undead annilation for a level 20 paladin is 24 if s/he has 18 charisma. At level 11, it's DC 15+charisma. DC 24 is MUCH more useful then 14.

Grand Lodge

Okay so I just got the GMG and under armor random roll chart, it says to roll metal for studded leather armor...which means you can have mithril studded leather armor for +3 armor, +7 max dex and 5% ASF. I think I have my new favorite EK armor hehe :) .

Grand Lodge

Okay so I´m making a PF core gish. I have no practiced spell caster, no somatic casting, no shielded caster, the arcane strike just bugs me compared to the old version...but I can take weapon specialization now...oh the wonders *rolls eye*. Arcane bonding a weapon makes the most thematic sense, but mechanically speaking doing so prevents shield use or two handed weapons unless you can make DC 20+spell level concentration checks in your sleep...and don´t mind drawing AoO to sheath your weapon when you cast spells...and then use a move to pull the sword out again next round. I mean honestly the EK class was bad enough, but the system seems to be REALLY against this archetype with what you have to do to be able to do what a druid can do with one feat. On top of that, the wild armor ability gets ported over for druids. Argg...so annoyed right now...