Third Mind wrote:
Ohhhh I see. The information is under the individual spirit descriptions. Thank you very much.
Alexander Augunas wrote:
Ok. That sounds a lot more reasonable. Thank you kindly.
Hello folks. I'm slowly making my way through the playtest document and I like what I see so far. However, I have one major concern. The current rules for "Researching the Spirit" are way too steep. DC 30 + the spirit's current level? Ouch. As it stands, a level 1 occultist would start play with one and would not likely be able to research another spirit successfully until he were level 4 or 5 (when he'd actually be able to make the check), especially if he were playing an AP. I don't believe that it is realistic to think that a character would have that much downtime (potentially 3-5 weeks per spirit) in order to expand his repetoire. Why not make them more like sorcerers or alchemists and allow them to learn 1-2 new spirits per level?
I've run in to situations like this before. I've had to explain to DMs that them not liking something does not make it wrong. What you're doing is a perfectly acceptable and legal option as part of a class feature. I've also had to have the talk with DMs that they're not allowed to make surprise houserules in the middle of a campaign. If they're (the houserules) not made crystal clear at the onset of a game, then they don't happen. If it were me, I would explain both of these to him and let him know that I found his stance unacceptable for these reasons. If he didn't budge, then I'd leave the group and find another one. Do not pass go. Don't collect $200. Good luck my friend.
I see everyone here complaining that the investigator has sneak attack or that he/it has too many dice for it. At the same time, I hear people complaining that rogues suck and nobody wants to play them. In my opinion leave the sneak attack alone and this makes a viable substitute for the rogue. I have several reasons for saying this, but the big 3 that jump out at me are: 1: This is a rogue hybrid. It's supposed to have sneak attack. 2: If you take sneak attack away from this class, it's extremely weak in combat. 3: Vivisectionist was taken away from PFS players. In my opinion (and many others out there agree with me) the vivisectionist was only the way to fly for melee alchemists. If you leave sneak attack in for the investigator then that build becomes viable/playable again, particularly in the PFS arena. I do agree that poison use is unnecessary and can/should be swapped out for another option.
Hello folks. This is in regards to Pathfinder Society play in particular, as the rules generally go by the letter of the wording in the book in society play vs. home games. So. Here's the situation: I'm playing a fighter with the Polearm Master archetype and I'm wanting to purchase the Gloves of Dueling. However, a buddy of mine is telling me that they will not work for me. Wording: Polearm Training (Ex) At 5th level a polearm master gains a +1 bonus on attack and damage rolls with spears and polearms. The bonus increases by +1 for every four levels beyond 5th. This ability replaces Weapon Training 1. Wording: Gloves of Dueling
His arguement is that since I do not have Weapon Training that the Gloves of Dueling will not increase my Polearm Training as the wording of the gloves only covers the fighter's Weapon Training ability. I disagree with this, because my archetype ability does the same exact thing at the same exact level increments as weapon training but only allows a smaller weapon selection. In addition to this, out of 29 fighter archetypes, only 4 do not make some kind of change to weapon training. I can't believe that roughly 80% of fighters would be unable to utilize the Gloves of Dueling. Please clarify. And yes, I would really appeciate a response from a Paizo staff member. :) Thank you all ahead of time. Please keep it friendly. |