While I cannot prove that the VL's are pulling favorites, I'm upset that they wouldn't attempt max out what's available. 22 players and 4 tables. 5/5/4/4/4 could have worked for a 1-5 scenario. I even took into account couples & friends. I spent a whole month waiting to run this and never been so disappointed in Society.
Hey Ji-kun!
You're actually from my local region and running at the same convention I am.
Have you actually talked to our venture officer about this issue at all? Did you talk to her when the issue arose? We can't fix what we aren't aware of. Passive aggressively posting isn't going to help anyone.
Either way, it is to our benefit to run smaller tables. There are adjustments in the mod that you are talking about dependent on table size. Often times, certain players (especially in our region) will *not* sit on a table of 5 since it can be deadlier.
Many people in our region are running because we need judges, not because they are necessarily wanting to run that game. I know of at least two GM's who would have gladly taken that slot off if you had approached us individually, or if you had talked to our VL and she had passed the word on.
Use Antagonize on an NPC who is trying to run away from the party. Honestly, it just seemed like the easiest way to avoid a chase scene. It also forced the DM to have the NPC attack me, which was very out of character for this particular NPC. I don't think she's forgiven me to this day.
Actually, knowing the specifics of this particular incident, the issue wasn't Antagonize; it was that you didn't have the source book for the feat, or the errata. You did happen to state that at the table. Then, when you didn't like her judgement, you requested a rules clarification. Then, when making your pitch, you used an expletive to describe her without realizing you were talking to her husband and one of her best friends.
I think that might have something to do with the fact that she hasn't forgiven you more than you using the feat.
Pathfinder Adventure Path, LO Special Edition, PF Special Edition Subscriber
HangarFlying wrote:
Dear Paizo, I like what you're doing with the cover. Keep up the good work!
I love Wayne Reynolds art work, he's a really nice guy too once I met him at PaizoCon last year.
Thus, when I went looking to commission some art I thought to look him up and discovered he only does corporate art, not personal commissions. Then I saw you could get a personal commission for ... I think it was 10k in the Pathfinder Online Kickstarter. I was sad that I'm not richer, for I would absolutely pay that if I could to have Wayne do a piece of art for me.
I am not clear on several things in this scenario.
1) What shape and size is the ** spoiler omitted ** It is described as large, granite and weighing 5 tons. 5 tons of granite is about 64 cubic feet (depending on which definition of ton is used). Is it meant to be tall and thin like a totem pole? or a squat 4ft cube? or some other shape? Is it meant to be ** spoiler omitted **
2) The block room is not well described.
2a) Are the entry and exit tunnels to the room also meant to be filled with blocks?
2b) I assume the room is ** spoiler omitted **
2c) You appear to only be able to get on person through the room at one time. Is this correct? How do you get that last person through?
2c) I assume that as you can see the shape and size of the room on the wall then you can just dimension door past it?
2d)** spoiler omitted **
2e) The ** spoiler omitted ** description makes no sense. What should it say? Should it say activating the _same_ control three times in a row?
I also did not like how the last room was written up. From what I gathered
Spoiler:
All pillars start in the down or closed state except the first square. The players can raise one pillar by selecting a direction, causing the current "open" or raised pillar to drop within say... 6 seconds. This causes which ever direction they've triggered to raise with about a 3 second overlap.
Thus, it's kind of like a game of frogger. The "operator" raises a pillar, giving the "mover" one move action to get to the next opening before the pillar descends.
The floor is actually a pressure plate/trap. It detects if a pillar is currently in the down/closed state or the up/open state. If the "operator" fails a check, tries to open a pillar that cannot be opened or tries to raise a square that is a wall, they receive a fail. If there are three consecutive fails, then the trap resets, ejecting the "mover" by dropping them into a pit based on tier.
In concerns to the redacted:
Spoiler:
"The passageway to the northeast leads across a short bridge over a deep trench before terminating in a small recess just large enough to accommodate a fully armored dwarf."
combined with
Spoiler:
"The trench extends 30 feet into a vaulted open space beneath the northern room, and its walls are fairly smooth, requiring a successful DC 25 Climb check to scale."
makes me think that
Spoiler:
the pillar crashes down, doing damage, then opens the trap door to the pit trap below, they then walk west, climb back onto the bridge and start over.
As far as one at a time, last person issue, I'll be adding a on/off switch in F4 so that only one person needs to navigate the puzzle, then the party can join them.
Finally, I'd describe it from my mind at least as a
Spoiler:
map dominating one wall, it's surface appearing to be almost molded from liquid granite, tracing the topography of the inner sea region and runes blazoned in it's surface. As you study it (fake roll) you notice that the runes seem to be moving so slowly as to be almost imperceptible.
Pathfinder Adventure Path, LO Special Edition, PF Special Edition Subscriber
Alejandro Acosta wrote:
Thomas Long 175 wrote:
Alejandro Acosta wrote:
edit: forget power attack. Use Piranha strike.
Pihrana strike only works on light weapons :P pretty sure elven blade doesn't apply
If you can finesse the weapon, you can use Piranha strike. ECB is a finesse weapon when used 2 handed.
Bit of a necro, going over my old posts and saw a dangling unmentionable.
Benefit: When wielding a light weapon, you can choose to take a -1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is halved (-50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and for every 4 points thereafter, the penalty increases by -1 and the bonus on damage rolls increases by +2. You must choose to use this feat before the attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. This feat cannot be used in conjunction with the Power Attack feat.
This says nothing about the condition for use being finessable, it says light.
To be clear, I am pretty certain I heard that box text. He informed us about the perils, harder difficulty, and possible rewards, but I do not recall recommendations to find other games. Of course, I may have just forgotten that part.
So, I knew that it was going to be hard going in. I just thought it was four player hard, not six player hard with only four characters. The GM noted that he wanted to warn us away given our party composition and size, but only said this following the aftermath of the scenario. I wanted to hear that before going in.
To be clear, and maybe it is selfish, I wanted more than that box text. I wanted more context that GM, the event organizer, or other GMs that walked by could have provided. That the scenario wasn't designed for four players.
Hey Blazej,
I'm guessing you were the cleric at that table, I was your GM.
I would like to point out first I did delay the table, mentioning several times that a party of four was going to be very difficult, going so far as to ask organizers if we had any additional members available. Unfortunately, there were simply just you four.
I know for certain I read the riot act at the beginning of the module. Seeing your party size, I slowed down, emphasized and paused at each sentence break in an attempt to impress upon you all the severity of the module, I obviously failed and apologize for that. I did make sure to mention at the beginning that some early numbers *I've* seen seem to reflect 2 deaths per table on average, though I must admit that is hearsay from the boards.
I'm sorry you had a bad experience, I really did expect you as a group to chose to leave after the first room and difficulty you had in there. If you have any further feedback for me, please feel free to message me, I will be running this again and do not want to have any player feel that they went in without being aware of how devastating this scenario can be.
All that said, your group was a great group of people, had solid teamwork and well thought out builds. You had some bad rolls and a less than optimal group, both in size and composition. All this lead to the experience you had. I honestly and sincerely hope to see you at future PFS events and get a chance to either run with you or play with you again.
The riot act Verbatim:
Welcome to the Ruins of Bonekeep. This is the first of a series
of special events designed to test your character to its limits and beyond. The threat of character death is very real in this
event, but the potential rewards are greater as a result. You
will be able to, as a table, decide to leave the event at any time
should it become too deadly for you, except when engaged
in combat. If this is not the type of event for you, now is the
time to back out.
Pathfinder Adventure Path, LO Special Edition, PF Special Edition Subscriber
Crosswind wrote:
They're not much better, if at all. The argument would be: Charisma is a more useful secondary stat than intelligence, because it modifies a whole host of social skills.
And Forgotten Trick is a better talent than anything rogues get.
-Cross
If a rogue can get any Ninja Trick they qualify for, they could in theory get Ki and the Forgotten Trick unless I'm missing something.
Pathfinder Adventure Path, LO Special Edition, PF Special Edition Subscriber
I see a lot of people say Ninja > Rogue.
Sell me on it.
Explain why the Ninja is better. As I see it, the only things Ninja get over Rogue is EWP and an extra attack using Ki. Rogues are up on Evasion and Trapfinding.
Pathfinder Adventure Path, LO Special Edition, PF Special Edition Subscriber
Bigdaddyjug wrote:
No the katana is not finessable, which is why it's a Str based ninja.
I wasn't sure what Alejandro was alluding to, not you. I am just making sure that someone using a Katana or ECB doesn't dump a feat on Piranha Strike and then can't use it since his weapon isn't light.
I think It would be neat for high level 7-11 characters to be pulled aside in the course of a mission and meet one of the ten and be given a side mission or goal to complete over a single scenario or several scenarios and then be given some cool boon of some sort be it a item some knowledge, a type of previously unkown spell or something cool that modifies a companion.
You should play through Eyes of the Ten...
Yeessss... yes... play this game. It's amazing. Phenomenal. Epic in every sense of the word, a saga written by the bards that will ring throughout the ages.
Pathfinder Adventure Path, LO Special Edition, PF Special Edition Subscriber
Alejandro Acosta wrote:
Bigdaddyjug wrote:
I'm sorry, but Alejandro's build is fairly terrible. You waste points in Str so you can take Power Attack. Just build a Str-based rogue. Youc an get similar AC, and eventually all of your Dex-based skills will be more than high enough. Plus, if you play a ninja instead of a rogue, you can just use a katana rather than wasting a feat on the ECB.
In another thread, I posted a level 10 ninja build that does over 50 DPR. It's not the top of the DPR charts, but it's more than respectable.
I always say power attack. I meant Piranha strike. Is the Katana fineseable?
Piranha strike doesn't work on Rapiers or Katanas. The weapon must be light.
I know I'll probably get drowned out, but I love evasion. Especially as a front liner. It's one of the primary reasons I go Rogue over Ninja. Evasion has saved my life so many times, especially on lower hit point builds.
Pathfinder Adventure Path, LO Special Edition, PF Special Edition Subscriber
Proioxis wrote:
Hey all, I'm soon to be joining my first ever game of Pathfinder (or any tabletop RPG, for that matter) and I need some advice on how to build the Rogue I'm hoping to play.
I want to be something akin to a fencer, quick on his feet, in and out of the melee. I want to avoid TWF, because that seems to be the standard way of getting the most out of a rogue in combat, and I want to do something more... creative? Unusual? I dunno, something that isn't seen as often. That said, I also don't care so much about creativity that I'm willing to sacrifice significant combat ability for it. Planning ahead, the rogue talents I've largely dedicated to making my out of combat rogue skills more efficient, except for Finesse Rogue and Weapon Training (which I intend to use for Rapier), although Deadly Sneak, Fast Tumble, and Bleeding Attack are all tempting.
The feats, however, I'm not sure on. So far the only ones I've been keeping fairly firmly are Dodge, Mobility, Dazzling Display, and Shatter Defenses. I want other skills that compliment disabling opponents, keeping them flat-footed, and navigating the battlefield so I can sneak attack them. I was thinking stuff like Agile Maneuvers + the Trip tree, Repositioning Strike, Sneaking Precision, Critical Focus, Improved Critical, Blinding Critical, and Tripping Strike to tie together the Critical and Trip feats. But as I've never played before, I'm not sure how well it might work in combat. It might even be poor on paper, I don't know.
That pretty much wraps it up. Looking at it, I don't think I actually NEED Dodge and Mobility for prerequisites for any of these feats, so I may drop them to make for others. Maybe drop a rogue talent for Combat Trick so I can get another feat. I could also go Swashbuckler for the extra Combat Trick so I could have Dazzling Display and Shatter Defenses + 10 of the feats I was considering. Obviously the campaign or the character may not last nearly that long, but I like to plan way in advance. Even if this is fine, or needs only minor...
I have this build but I've gone about it in a slightly different manner. More rogue, less not rogue.
Fighter 1 (Lorewarden)/Rogue 7 (You could take scout here, it wasn't an option when I built him)/Duelist
I went 13 Str/16 Dex/12 Con/15 Int/10 Wis/8 Cha
1:Power Attack, Dodge
3:Rogue Finesse, Dervish Dance
5:Combat Trick: Step up, Following Step
7:Mobility, Trapspotter
9:Step up and strike
11:Spring Attack
The logic here is that you'll end up with a crazy AC, decent HP, awesome damage and great mobility. I one hand attack with a crazy damage modifier, am basically untouchable (37 AC not moving, 23 Touch AC unbuffed).
11:
Pathfinder Adventure Path, LO Special Edition, PF Special Edition Subscriber
effinetzer wrote:
Hello, all.
As the subject states, I'm hoping for some advice on a mobile striker build for PFS use. I want a character that will be able to dance around the battlefield (more or less on her own), cutting a swath of death and destruction as she goes.
I've been mulling over a weapon master (fighter) with a dip in dawnflower dervish (bard) at second level to get the dervish dance feat. The dervish's battle dance and access to Expeditious Retreat would be icing on the cake with that build. I figure the Azata-blooded Aasimar is the best race for such a build. Here are the stats I'm figuring on working with:
I was considering dropping her strength and intelligence for more dexterity and constitution, but I don't want to negative affect her CMD or skills too much.
For feats I was figuring on the Spring Attack and the Step up and Strike progressions. I'd probably throw Disorienting Maneuver and Desperate Battler in there at some point.
Here's where I need advice. Is there any way I could do what I want to do better? I was almost thinking monk for a little while, but i don't know. I'd appreciate any help you guys could give me. Thanks in advance.
I had a lot of luck with a build similar to this using Fighter 1/ Rogue 7/ Duelist the rest of the way. I have Dodge, Mobility, Spring Attack, Step Up, Following Step and Step Up and Strike as well as Rogue Finesse, Dervish Dance, Power Attack, and Improved Critical Scimitar.
I must admit, I've retired him and taken him a little further than standard PFS, but it is still legal. Using a combination of stats, magic items etc I have AC 37, it goes a lot higher if I'm moving. My stat array was high Dexterity and Intelligence with a little bump to Constitution while penalizing my Charisma.
With this build you have a couple options, go Ranger/Bard/Duelist or Fighter/Rogue/Duelist. The Ranger Bard is going to give you a couple nice little boosts, but you'd be more like Ranger 2 (Two Handed for Power Attack), Bard 4 (Dervish Dancer) to help your feat progression.
Just some suggestions, though I've taken you off the path you were looking at.
Pathfinder Adventure Path, LO Special Edition, PF Special Edition Subscriber
EldonG wrote:
Czrenobog wrote:
Actually 1 Bbn/10 Rogue currently.
Let's see... Power Attack, Cleave, Surprise follow through, Cleaving Finish,Raging vitality, Toughness and Improved Crit.
Then... Bleeding, trap spotter, Rogue weapon focus... Opportunist... I can't remember all the rogue tricks I took, I'll have to go back and double check.
Um...
20,
10,
14,
10,
10,
8
I think that was my point spread.
I love opportunist. Sticking with Rog, or planning on more Bbn?
Society, so I'm about to cap out. He's a worshiper of Gorum so I hope he dies in a blaze of glory. =D
Pathfinder Adventure Path, LO Special Edition, PF Special Edition Subscriber
Actually 1 Bbn/10 Rogue currently.
Let's see... Power Attack, Cleave, Surprise follow through, Cleaving Finish,Raging vitality, Toughness and Improved Crit.
Then... Bleeding, trap spotter, Rogue weapon focus... Opportunist... I can't remember all the rogue tricks I took, I'll have to go back and double check.
Pathfinder Adventure Path, LO Special Edition, PF Special Edition Subscriber
I have in fact done this.
Half-Orc, Barbarian/Rogue (Scout) using a size large Bastard sword. I also threw Cleave/Suprise Follow through into the mix, as well as a bite. At level 8 you'll be doing 2 attacks plus bite with no sneak, a cleave with a sneak on the second target or move and attack with sneak. I really enjoy it and it gives you ways to get that sneak attack damage when you need it. Just watch your will save and armor class, you'll need to shore those up.
If you do society play, there are two Shoanti boons that can assist you as well as a Shoanti Feat and Trait that also increase your will save, applying all four will net you a +4 will save gain.
Make sure to get Trapspotter as well, though I recommend that for anyone with Find Traps.
It's flavorful, fun and powerful.
Edit:I didn't get spring attack, too costly. Also, HP can substitute for AC, but get raging vitality. There is also a racial trait swap that can get you another will save as well as your bite, I think you lose orc weapons and diehard.
Mark's going to kill me but since he's out of town until Tuesday....
Yes, this blog post is legal for PFS. You must bring a printout though to any game where a character uses one of the subdomains.
Hyrum.
Bear in mind that the deity you worship must herself be legal for PFS play.
I had to dig a little to find this. So, what it looks like, is that if you worship a god that is legal, you have access to those sub domains. However, if a god, like Lissala, is NOT legal for PFS, then those sub domains for that god are also NOT legal for PFS.
Just my two cents on it. Hope that helps.
Except that the AR quote says that the blog post is legal, but the comments aren't. Argh! ;)
I believe this comment is simply to save people from printing out the entire discussion or some random comment by some random person being construed as legal.
Remember that at a later date, the guide actually noted that all message board clarifications are legal.
As such, Mark's statement above should not be ignored, as it is a message board clarification.
If all that is true, then ignore the question about *if* she is legal and instead focus on the request to *make* her legal. =D
Looking at Mark's comments, I don't think I'll be allowing Lissala-worship at my table. I'm not sure what god I might recommend to the player to adopt as a replacement.
Depends on what they want from that god. It's one of the reasons I'm looking at Ragathiel as a possible replacement if Lissala is a no go. I'll lose the whole scourging individuals to inspire them, but ah well. Thus goes flagellation. Sometimes the act itself is what one must redeem oneself from.
Anyway, Ragathiel has a couple of the things I'm looking for in a deity sans the whip, and his flavor of being the child of Dispater and Feronia is amusing since he's a Lawful good god. Revenge and fire and brimstone and all that. May his eyes fall upon me and his wings shield me... but until then...
I'm sorry, but just because a blog post, which has been made legal for PFS, has a list of deities, does not mean those deities are legal.
This is how I read it as well. The blog specifically says it is a list of all named deities from the inner sea world guide, common sense would dictate that you would have to check the available deities in inner sea world guide to see if they are valid. Especially since the additional resources page on blogs also says "Please note that this applies to the context of the blog post only" the context of the blog post was sub domains, not the gods themselves
Looking at all the discussion, I'm starting to get the feeling that Lissala isn't allowed intentionally. That said, I'm hoping they will then revisit her, which was the second part of my question. I've played through the plot thus far of season four, which is *why* I want to play a cleric of Lissala. If they say no, she never has been and no, she never will be, then I'll drop it and figure out a new concept. Or... I might just have to wait for the new book with empyreal lords and hope one fits the concept better than the current gods.
As to concept, I have a fetchling boon that I've been kicking around with what to do. I finally figured it was time to blow the dust off of it and make a character.
I want to make a cleric of Lissala based on the fact that Pathfinder society has definitely roused the attention of Lissala. Her worshipers have seen individuals sent to infiltrate their cult. Lissala sees an organization of fanatical heretics who kick down the doors of innocents, slaughtering without discrimination and then claim they are simply following orders. They are obedient, willing and often times take orders that even contravene what their own gods preach. This fanatical devotion is exactly what she is looking for.
So she sends a priest of hers to scourge the impure, to whip them onto greater tasks all for the glory of the Grand Lodge. It goes neither against her tenants, in fact creating a "friendly" face to act as her representation, able to claim that the other cults are in fact false devotees, nor does it go against the societies mission statement.
The reason I created this post though is exactly what we see above, people have and are playing worshipers if not clerics of hers. We have Venture Officers arguing. I'd just like clarification before I scrap this concept and move on or create her.
14 people marked this as FAQ candidate. Answered in the errata.
Dear campaign leadership,
Is Lissala legal, or can you please make her legal?
I know that this has been covered by a lot of people who spend a lot of time on the forums and they have come to a consensus. However, I have not seen leadership yet step in and say yay or nay one way or the other. Further muddling this is the fact that there is a blog post that specifically states that you can use the blog post as legality, however, without a source book listing her as valid...
Please, will someone give us a simple yes or no. With all the activity of worshippers of Lissala that are rumored to be abounding, I'd really like to play a character who worships her.
Pathfinder Adventure Path, LO Special Edition, PF Special Edition Subscriber
Vincent The Dark wrote:
1. Does a melee touch attack count as a melee attack for all purposes, even flanking and fainting?
2. Does a sneak attack trigger in those scenarios?
3. Is it true that you only get one free attempt to touch an opponent after you cast a touch spell? I was under the assumption that you get unlimited tries, since the charge does not dissipate.
Pathfinder Adventure Path, LO Special Edition, PF Special Edition Subscriber
I had a question about the $200.00 tier... if you are naming a bar/proprietor or ship/captain, do you have any input into the personality at all or just naming?
Ah see, probably that is why i could not create a celestial viper familiar! So many people always complain about herolab, truth is, most often one just doesn´t know how to handle it.
I will share an experience GMing though I will stay as vague as possible about details. (No need to upset anyone.) It involved the spell Color Spray at relatively low levels. I understand there is a lot you can do to get the save high, but have the recipient count as having fewer hit die than they actually do.
The caster in question had a combination of an incredibly high save and a very high initiative. So the combat would start, they would Color Spray, and then the combat would stop.
I just wanted to thank you for sharing this, Amanda. I've been tossing around this EXACT character build for one of my games. While I don't intend the character to be a one trick pony, your post has shown me that I need to be very careful with how I play it. I'm one of those players who has the most fun when everyone in the group has fun. So while I still intend to spam color spray half the time, I will keep in mind that shutting down every encounter wouldn't add to my or anyone else's enjoyment.
I have a build that is not an scenario breaker, but he is super effective. I play him Shadow Lodge for one simple reason. I work very closely with the Local 122 and am friends with a lot of them. This means I have a pretty deep understanding of Union rules and laws dictating their schedule. If I feel that I've been dominating the table, I'll *in character* call a union break. I will then proceed to sit down and sharpen my lady, Matilida (read: my big pretty sword). I go so far as to suss out peoples builds in character, "Oh man, you're a caster? I'm going to you for smart stuff." etc etc. I try to find who plays what build and where it's strong. If I'm dominating, I'll pull back, if we're hurting, I'll play smart. Some players *do* self regulate.
I'm not getting into the Fudge For Fun Factor Upset or FFFFu.
My impression about rebuilds in the past are that they are only used for features that can't be used anymore; such as when something becomes illegal.
Since you can still use your levels of sorcerer or your bracers of armor, I can almost guarantee that you're not going to get a rebuild.
When it comes to the Bracers of Armor +4, you could sell them for 8k and have almost enough gold to buy a Haramaki +3 for the same armor bonus and no dex max or ACP.
When playing a high dexterity character, the best armors you can wear are Celestial armor (Max AC of 17 including Dexterity bonus), Bracers of Armor which do not limit your max dexterity (effectively 8+Dexterity) or Max's suggestion (4+Dexterity and far cheaper).
Basically, if your dexterity bonus is +9 or above(28+), go those other two routes for maximum benefit. Otherwise, fly once a day, have armor that is AWESOME armor and undetectable underclothing (will still radiate magic of course).
It's interesting that the Pathfinder Society seems to attact dirty fighting resilient reactionaries.
Sort of fun... that's saddening. Only sort of.
I knew we'd have a lot of reactionary, I was curious if any others would regularly float to the top. It's also fun reading up some traits I hadn't looked at before, both from a fluff stand point as well as a mechanical one.
There would be a 5-hour roleplaying section that would require players to have an elaborate Golarion based backstory that is both compelling and feasible (adopted by anything gives you an auto-fail), pronounce and spell their Faction correctly, solve a murder mystery, and answer a series of cunningly devised riddles.
Then, there would be an incredible urban dungeon complex which starts with trap that disintegrates any character with more than 2 classes or that didn't participate in the roleplaying (no save). All of the enemies in the complex would be undead, aberrations, spell casters, or outsiders, with devilishly clever tactics and unfair advantages. The players would be required to display extraordinary teamwork, courage, and the ability to adapt under pressure. Then, finally, they would face the final boss, who has the epic sword and probably a fortune witch cackling from a mile away.
Still want to play? :-P
** spoiler omitted **
I now need to go play this module, I was thinking, ME! ME! I'd even do it without the triple gold or Vorpal Sun Sword 6GP (limit 2)
A Mathematical Prodigy and a Bully - Dwarf Oracle
A Reactionary Flame of the Dawnflower - Human Rogue/Duelist
He's a Tusked Veteran of Battle - Half Orc Rogue
An Excitable gnome with a Magical Lineage - Gnome Sorcerer
A Hermean Paragon who's an Armor Expert - Aasamir Paldin
Desert Shadow Watching Taldor. - Fetchling Ranger/Bard
This waiting is so frustrating in a Christmas kind of way. It's like waiting for Christmas morning when people are still alseep, but they've given you a +/- 2 week window of when Christmas day *actually* is. You're waiting for people to wake up and tell you if it is even Christmas today.
I love your product and I am looking forward to the fulfillment system, but even a hint of what is in the box under that shiny Blue Golem Wrapping Paper(when is the actual question)?
Pathfinder Adventure Path, LO Special Edition, PF Special Edition Subscriber
The dull roar of 11,000 neurologists walking throughout the San Diego convention center at an annual conference with brief lulls as they consume sustenance.
Oh, and about the whole assassins being evil thing...
"All Hashashins were trained in both the art of combat as in the study of religion, believing that they were on a jihad and were religious warriors. Some consider them the Templars of Islam and, as such, also formed an order with varying degrees of initiation."
True assassins were religious zealots, so to them and their god, their actions were not evil but good. The same holds true of assassins utilized by governments and other religious institutions. If an inquisitor of Callistria assassinates a character, my opinion holds that would not be an evil act, simply a divine act. Further, this is not outside the realm of possibility within the framework of Golarion.
The prestige class is a beast unto itself, with a prerequisite of being evil that then bestows powers. Being an assassin in an active guild that grants you a day job roll does not grant powers nor does it have prerequisites outside of the PP cost to be part of the assassins guild.
To penalize a player for spending PP on a character enhancement is being a jerk and by definition of PFS, not allowed.
like Wanted (terrible movie by the way, I don't recommend it).
Read the original comic. So much was changed and missed in that movie.
It is much more a "super villian" comic than what the result from Hollywood was. Angelina Jolie's character was obviously Halle Berry, and was also obviously an analogy to Catwoman.
I think we're going to need a campaign leadership ruling on this, guys, because I can't speak for anywhere else, but in San Diego the "Pathfinder diet" is considered the resonant effect that any serious Pathfinder will get ASAP. If it was only ever intended to protect against Evil possession/control, then I personally bought it for several characters who wouldn't waste their money on it.
I don't think it was intended to do that, though, because then I think there would have been other Ioun options for Good/Law/Chaos, but there weren't.
But since this is going to immediately become a table variation war, let's just save ourselves a lot of trouble and ask for the input of the big guys.
Hey Patrick, it's Sean (Atash, Gregor etc.) I can't speak for others in San Diego, but I totally personally and have always played (and judged) it's *ONLY* a protection from evil, not neutral or good.
Pathfinder Adventure Path, LO Special Edition, PF Special Edition Subscriber
Memento Mortis wrote:
Yeah it was my interpretation. Thanks for pointing out the correction.
This changes quite a bit on my end as far as build goes. But I'm still wondering about optimal choices for Magical Lineage.
If you're looking for the extra damage you can go draconic/orc if you're group runs RAW. You'll end up immune to fear and with your elemental damage though you loose some other stuff, I only know this because I was hit with the change on my PFS character.
I'm guessing your looking at Spell Focus/Spell Specialization? If not, take a peak at those two when stacked up with your build.
Is your game going to be open ended, an AP, or something else? You might want to base your choice off of what level you'll be stopping at.
Pathfinder Adventure Path, LO Special Edition, PF Special Edition Subscriber
GM Arkwright wrote:
I'd never heard of that Wildblooded fact, Atarlost.
"A character can take more than one archetype and garner additional alternate class features, but none of the alternate class features can replace or alter the same class feature from the core class as another alternate class feature. For example, a paladin could not be both a hospitaler and an undead scourge since they both modify the smite evil class feature and both replace the aura of justice class feature. A paladin could, however, be both an undead scourge and a warrior of the holy light, since none of their new class features replace the same core class feature."
"A crossblooded sorcerer selects two different bloodlines."
"When creating a wildblooded sorcerer, select an existing bloodline, then select one of the following mutated bloodlines associated with that bloodline."
Thus, both archetypes alter the bloodline.
Memento Mortis wrote:
select any two Bloodlines (modified or unmodified)
The section in parentheses is your addition, not as written.
Pathfinder Adventure Path, LO Special Edition, PF Special Edition Subscriber
I'm really surprised no one has brought up combat patrol here.
This feat allows anyone to increases their threatened area by 5 feet for every 5 points of your base attack bonus. You can attack anyone within this area as an attack of opportunity, even moving to get to them if needed.
You can follow this up with Step up and Strike chain as well as a reach weapon or some sort of combat maneuver like bull rush, trip or reposition.
Since you've already stated no fighters, please disregard this, but for others reading, Spell Breaker makes this a great way to DESTROY casters when they fail concentration checks.
Pathfinder Adventure Path, LO Special Edition, PF Special Edition Subscriber
Ed, I'm a A/V Tech, V1 specifically and can handle and HD camera no problem if you need an operator next year. Hit me up. I'm planning on volunteering and suggesting things like more mics. I can set and operate them and did so a couple times when they had issues.
I still like it and believe it would be fun to run through.
-Pain
This is the type of thing I'm looking for, I may have to get all those to read and then align it with some of the mods I'm looking at. Thanks Painlord!
I play in society, both at game stores and conventions. My wife and a couple of my friends are intimidated by society play however. I asked them if we played at one of our houses if they'd be interested in finding out how society works. In preparation for this I'm asking them that we play a 3 slot chronicle for my birthday to kick things off and they've all agreed. I was planning something like First Steps.
So my question is this. If you could only have one character in society but wanted to have a nice seamless story arc, what games would you play?
Some adventures I have in mind are things that include everything leading up to the Ruby Phoenix tournament and maybe if they all find them selves agreeable and liking it, leading that into Blood Under Absalom as a table some con. Also, Shades of Ice, Hersey of Man and the Devil We Know all spring to mind. I'd like a nice multi-part story arc that really immerses my players and gives them a sense of being in the world as a whole and a pivotal role in the society.
Also, can I get a hand of more experienced players and GM's mapping something like this out? Ideally, chronologically it should all fall in order. A couple adventures obviously can be broken up without damaging continuity, like Among the Living, Among the Dead and Among the Gods, but I'd like them to see the emergence of things like the Shadow lodge.