You probably already have more than enough candidates, but I am eager to playtest P2E. I'll try to scare up a few example posts: Sample 2: Davak (the Living Dark) I don't always play weird 3rd-party classes: Sample 3: Vardlon the old-school elf I prefer to go along with the story, rather than try to force it in a different direction. I know that play-by-post can be a slow process, and I don't want to do anything that will slow things down further. Right now, as a character, I'm thinking of a dwarven alchemist/cleric multiclass. Or a punch-happy barbarian. Or an occult sorcerer. Or ...
PCGen is free, and does a pretty good job with Pathfinder stat blocks. There can be a bit of a learning curve. Pro tip: The development versions are more stable than some program's stable versions; go ahead and use the most recent one.
RAW: Light blindness, despite the name, affects creatures when they are "first exposed to bright light" or "as long as it remains in an area of bright light". It doesn't say anything about whether or not they can actually see the light. :-) Maybe it's really a skin thing. Personally, I don't know that I'd allow someone to mitigate the weakness with a simple 0-5 credit purchase. I'd have to think about it.
There's no officially-published device that I can find to stop light sensitivity. But, unless you're the Space Goblin Monark, it doesn't really matter---that's the only being with light sensitivity in the Starfinder universe. Now, if you have light blindness---either you're a drow or got the wrong (or right?) mutation from a hesper---there still isn't any published device that directly mitigates it, but a shadow orb, or anything that reduces the light level down from "bright light", will help. The create darkness ability can help, but not if the light is magical. Or, perhaps there's some other name for the weakness you're asking about, and I'm not thinking of it. [Side note: There's no darkness spell in Starfinder. I'm surprised.]
Staffan Johansson wrote: In the AD&D 1e DMG, there's a paragraph or two that discuss the different ways "level" is used in the game - at the time, you had character level, dungeon level, spell level, and monster level. It basically said "We could have used different terms for these, such as character rank, spell power, dungeon level, and monster tier. But we didn't, so learn to live with it." Nitpick: It was the AD&D 1e Players Handbook. Although it might also be in the DMG; I don't have it on hand to check. Players Handbook wrote: It was initially contemplated to term character power as rank, spell complexity was to be termed power, and monster strength was to be termed as order. Thus, instead of a 9th level character encountering a 7th level monster on the 8th dungeon level and attacking it with a 4th level spell, the terminology would have been: A 9th rank character encountered a 7th order monster on the 8th (dungeon) level and attacked it with a 4th power spell. However, because of existing usage, level is retained throughout with all four meanings, and it is not as confusing as it may now seem.
I was searching through Alien Archive and noticed that the endbringer evil and the two orocorans have resolve points, but I couldn't find any abilities that used resolve points. (Also, the stated guideline suggests orocorans should have 4 RP.) Is there an ability I missed? Or do these aliens have RP just because? Or should they not have them? (I found these, and am curious about these, because I'm working on a computer program to help write up aliens using the guidelines <unabashed plug>, and found these examples when trying to determine when to display RP in the statblock.)
OK. So, here goes. If all is set up as I think it is, sfnc is a Java program that can create NPC or alien stat blocks from user input. From the link above, you'll need to put all the files in the same directory for it to run correctly. (The "fred.sfnc" file is an example NPC, so it's not strictly necessary.) It isn't (yet) fully-featured, but it can do enough to make simple aliens. I haven't done class grafts, templates, or spells yet, or specific weapons, and many special abilities are just names and don't display all the info the stat block would. If you have any requests or suggestions, please let me know. If you have any questions, I'll be happy to answer them. [If the question starts with "Why didn't you ...", the answer is probably, "Because I don't know any better."] If you're interested in the source code, please look at my github repository.
Ssalarn wrote:
If I buy this, and like it so much that I want to buy the whole City of 7 Seraphs setting, can I get a discount on the setting? :-)
Big Lemon wrote:
I'm seriously considering applying my newfound data analysis skills to the weapons chart to reverse-engineer the (supposed) formula for the weapons. It would be nice to have a double-check for whatever answer I get. :-)
The closest simple formula I could come up with is 50*3^(spell level), where ^ is exponentiation, not bitwise and. The formula isn't useful for much, unless you're planning to make spells higher than 6th level. Edit: My formula is the same as the "multiply by 3 to get to the next level" formula mentioned above. But I did linear regression to get the answer, so mine is better. :-) OK, so R did the linear regression. If you want to use 49.30374*(2.97725)^x, go right ahead. And the model A*B^(x^n) for n slightly bigger than 1 is probably even better (I haven't figured out what n should be yet, just that 2 is much too large).
Presenting:
Adding the Psionics Expanded Work in Progress points to Psionics Expanded puts that book at 425 points. Adding the Path of War Expanded Work in Progress to Path of War Expanded puts that book at 326 points.
Top 10 Publishers of All Time (through December 2017):
If one wishes to conglomerate Super Genius Games, Rogue Genius Games, OtherWorld Creations, and Everyman Gaming [products from each have fallen into Rogue Genius Games' current catalog], that adds up to a whopping 5685 points. One may wish to ignore Pathfinder Paper Minis. The next few publishers are Drop Dead Studios (773 points), Big Finish Productions (755 points), Louis Porter Jr. Design (694 points), and Purple Duck Games (553 points). Jon Brazer Enterprises is at 450 points; the rest are below 300. [edit: minor formatting]
Presenting:
Kobold Quarterly 21 is up there because of a sale that lasted through four of five weeks of December. All the bundles have been bumped off the list. Only one Starfinder book made the list (The Starjammer stuff listed, and the Aethera Campaign setting, are for Pathfinder). Both Spheres of Might and In the Company of Vampires did very well, for only being available since mid-October (and KQ dominating sales in most of December). Top 10 Publishers of 2017:
If one wishes to ignore the 220 points Kobold Press got from its KQ sale, they drop to 49 points, below Louis Porter Jr. Design (76 points) and newcomer Stroh Hammer (52 points), which I believe is Starfinder-only. Jon Brazer Enterprises is at 42 points. [Edit: fixed ranking numbers, minor formatting]
Ravingdork wrote:
I'm not finding a "Club, Massive" in the weapons tables. :-) Unless I missed something, weapons sized for larger (or smaller) characters don't change in bulk. Your Shabti has a regular-sized club with a big handle. If one wants a better weapon, one has to buy a better weapon.
Be aware that, if you're in the United States and are living in a state that has sales tax, that state probably also has a use tax, where for any out-of-state purchase you need to pay the difference between whatever state sales tax you paid on it (none, in your examples) and whatever state sales tax the state you live in might have. It's likely meant for large-ticket purchases like vehicles, but the law is there. Or, it is in the at-least-four states I've lived in that have sales tax.
I think "highly tuned for balance" is an overstatement. The grafts (usually) don't change the base characteristics (damage, AC, save DCs, etc.) much, if at all. Lots of times they add resistances, immunities, senses, and so forth, or they give a variety of options (rather than more powerful ones), which aren't enough to raise the CR. I have to occasionally remind myself when making monsters that I don't (and shouldn't) min-max the monster so it's as powerful as possible for its CR. Make the monster according to your vision for it, and it should work out fine. Just don't accidentally make them immune to all the things.
1.) The Alien Archive stat block instructions say to put the Perception modifier in the intro to the stat block and not in the Skills section. One should never see Perception in the skills. [NPCs also don't have class skills as such.] B.) As you pointed out, by the rules as writen, the First World Beast (and Inevitable, and Shadow Creature) summoning graft(s) would not actually change the Perception bonus. On the other hand, the elementals seem to not have any master skills, only good skills. It might not be too bad to bump the Perception bonus up to master levels for those creatures. [Bumping good skills to master skills means an extra +5, except for CR 1/3, which is an extra +4.] III.) NPC skill modifiers aren't affected by abiiity score modifiers. I think the only things ability score modifiers affect for NPCs are initiative (Dex), melee damage (Str), and possibly AC for NPCs wearing armor (the Aeon Guard and Formian Warrior seem to get their AC from armor+Dex rather than the NPC charts).
Rothgar Darkblade wrote: Owlcon Linkified. Anyone have good or bad experiences with this convention before?
Holidays may slow them down, but they cannot stop the Dire Orc (CR 18).
Templates in Starfinder don't add to a creature's CR. They have a minimum CR value, but they don't increase the CR value. This is like a better version of multiattack, with an extra ability tacked on. I'm not sure how to set the requirements for this. I would suggest that the extra standard action only be used to make an attack (and not have them casting two spells per round, or what have you).
The Demon Trap Spider (CR 17) is ready for lunch.
krombopulos-michael wrote: I'm just making changes to my "lst" files at the moment, and I would expect that Half-orcs speak Orc, But I couldn't find it in the SRD?!? perhaps it's in the rule book somewhere that Half-orcs get it as a bonus language?Are you talking about Pathfinder or Starfinder?
I don't know where to find these things in the reference documents. (Is the Starfinder reference document up and active yet?)
A Thunder Lizard (CR 15) is a fearsome beast, indeed.
The Ellack (CR 14) helps explain why one shouldn't use condemned prisoners for experimentation. Fortunately, an ellack apocalypse is far less likely than a shadow apocalypse.
The Station Giant (CR 13), reporting for duty. I'm not sure if its disrupt technology ability is too strong, too weak, or just about right.
Ravingdork wrote:
Mwah-hah-hah! Seriously, if they want to fight CR 12 threats, PCs need to be ready for this sort of thing. (The poison palm has plenty of weaknesses.)
The Eclipse Dragon (CR 11) didn't turn out as awesomely as I had hoped. Someone who knows solarians better than I do could probably help me do a better job. It's probably not quite as tough as the young adult blue dragon, but it's also not supposed to be a "true" dragon.
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Okay, they finally came through with the Sound Striker FAQ on how the Weird Words ability works, and it is more of an errata than an FAQ. Bard: The sound striker’s weird words ability is confusing. Does it work more than once on the same target? And does it require 30 rolls to adjudicate?
posted Fri, Mar 13, 2015 So, is this worth any sort of PC rebuild for free option? It doesn't change a feat, class-dependent stat, or weapon proficiency, but it does have a major change on how one of the archetype-defining features works.
Okay, Greater Disarm adds to Improved Disarm not just the +2 bonus, but that weapons now sail 15' in a random direction. Simple question: If you have Greater Disarm, do you have to make the weapon travel the 15' or can you opt to just have the weapon drop in the target's square, as on a regular disarm?
A couple of questions, some germane to my situation, some for GMs running the Chronicle 2 section in PFS mode. 1) I have a player who has been there for every session, in home game mode, but the session where the PCs dealt with the kobold lair (chronicle 1). Do I still give him all 4 chronicles, for completing the game in home game/campaign mode, or do I only give him chronicles 2 & 3? 2) In the game covered by chronicle 2, there is an auction. For the way the auction is written in the module, the PCs would be getting a 50% price match, up to 7,500 gp. 2a) Do the PFS mode players also get this bonus from the town? 2b) In the area of the module they go through first, there is a scroll of Permanency, which they can either keep or turn in to the town. I presume, since the spell permanancy is illegal in PFS, that they only get to look at it in passing, but the scroll is also offered as one of the items in the auction, in an item that would actually be a desirable item for a spellcaster with some scrolls of their own. Is the item just auctioned off empty? 3) If the PFS PCs get the bonus, do they get to keep the items won in the auction? Or do they have to pay the normal price, afterwards, to keep them. And, if they do have to buy them afterwards, do they get any monies spent during the auction back? Spoiler:
With a really good set of rolls, they could get a spellbooks with up to 5th level spells for only 4,000 gp. Especially since the spellbooks also contain a spell that is specific to the module, and not listed as legal for PFS.
The 6 spellbooks contain: All cantrips, 25 1st level spells, 22 2nd level spells, 17 3rd level spells, 13 4th level spells, and 11 5th level spells. Just from scribing costs alone, ignoring cantrips, this set of books is worth: 250 + 880 + 1,530 + 2,080 + 2,750 = 7,490 gp And, other than a couple of specific spells, they are "GM determines". How would this be handled if this section is run in PFS mode?
So, in another thread, someone was claiming that you could take a -4 to your attack with a weapon, like a sap, that does only non-lethal damage, and make it do lethal damage. Now, I have seen the rule for the reverse, where you can take a -4 to hit with a lethal weapon to do non-lethal damage instead, but I doin't recall ever seeing this rule. Anyone have a citation for it? Especially since he was claiming that it would allow someone wityh a Strength penalty to damage to do that, and still deal lethal damage, when the damage would normally be reduced to 0 or lower due to a low roll, and therefore become 1 point of non-lethal damage. Can a viper (small snake, damage for the bite is 1d3-4 or something like that) do this, so it is guaranteed a point of lethal damage, besides the poison?
Okay, I have run it locally; played it once, and just finished putting it together for online play in Roll20, and I am not sure if I am just not seeing something in the module, or if there really is one of the colors missing from the treasures available. Spoiler: I can't seem to find any room that includes yellow gems or crystals or shards or what-have-you as an item in it.
When to use them, when they should never be used. Some optional encounters are just bad. Either not of any benefit to the flow of the story, or just likely to be a major waste of PC resources. First Steps, Part 3:
This one is just plain a bad idea.
8 DC 12 Acrobatics checks.
Each Acrobatics check that fails causes a DC 13 Fortitude save.
Add in that each time a PC falls, there is a flat 25%, 1 in 4 chance, that they will get 1-2 leeches on them.
And the GM/Jusdge needs to determine if the PC has any sort of Natural Armor bonus, too. This optional encounter is very ... mechanical in effect, has no really interesting text associated with it, and just winds up draining PC resources from 1st level PCs. And, on reflection, it could actually cause extremely unheroic PC deaths, in a serious case of bad luck, since, while the odds are low, there is still a chance of a PC suffering 16 points of Con damage. As a player, this isn't fun, not the times I have actually had to slog through it. As a GM/Judge, I don't get enjoyment from this, don't see my players enjoying it, and see no reasonable way to make it enjoyable. Am I just missing something?
Well, another thread gave the suggestion, if you are in an area where there are few/no conventions, to start your own. So, I am starting this thread to ask for suggestions and advice on how to go about that? What could be considered essential? What would be a good option, if cost is low enough? What would be too costly for a new convention, but might be an option a few years down the road? How tightly focused should it be?
Initial size to target? Note:
Tentative schedule, subject to change, since one of the Saturdays appears to be a M:tG Release day, and my scheduling request has not yet been approved. Oct. 6 - Scenario: 29: The Devil We Know, Part 1: Shipyard Rats (Tier 1-7)
Oct. 20 - Scenario: 30: The Devil We KNow, Part 2: Cassomir's Locker (Tier 1-7)
Okay, there are lists of legal Animal COmpanions, Familiars, Mounts and such. Unfortunately, I don't recall seeing any such list for legal base creatures for the Undead Lord's Corpse Companion. Now, there are two questions involved here. 1) What creatures from each Bestiary are legal to use as the source for a Corpse Companion in PFS? Obviously, any of the Core races should be available, but are wolves, riding dogs, otyughs, etc. available? 2) Besides plain vanilla Skeletons and Zombies, what variants are legal for PFS Corpse Companions? Flaming or acid, probably, alchemical probably not, but how about Bloody Skeletons?
I am running a PC in PFS who is an Undead Lord, and just reached level 2 with him. However, this brought up a new issue, one I am fairly unfamiliar with: Finding a creature with 2 HD to make his Undead Companion. Right now, depending on how something works, I am thinking about a Wolf, as it is 2 HD, but it depends on whether it retains the trip abilty part of its bite attack. The Skeleton template is a bit confusing on that. If it doesn't, I would need to consider something else at 2 HD, and I still need some advice (why I am here) for higher HD creatures to make into Undead Companions as my PC levels up.
Strangely enough, and this is from someone who is running one, I am finding handling Lore Wardens in scenarios to be a bit problematic. Specifically, Lore Wardens using combat maneuvers. I am running The Ruby Phoenix Tournament, and one of the PCs is an 11th level Lore Warden, built as a sunder fiend. +4 adamantine greatsword, so both able to sunder any weapons & armor likely to be seen at level. The adamantine, of course, pretty much neutralizes the hardness of those same weapons, since it is likely to only get to 18, at most, for anything he could sunder in any case. High strength, Power Attack, Improved Sunder, Greater Sunder; which also means that any damage done past the hit points of the sunder target get dealt to the wielder/wearer. With the +11 BAB, +6 Str, +4 feats, +6 Lore Warden, +4 weapon enhancement, +2 weapon training, +1 Weapon Focus, even including the -3 from Power Attack, he has something like a +31 CMB for Sunder attempts. But, against the encounters in the module, he pretty much succeeds on Sunder attacks 95% of the time. Other than natural weapons, is there anything that can be done form the GM side to handle this, and allow some of the other PCs to do some shining? A similar calculation applied to the Lore Warden I was running through this module, it came to +31 for Disarm and +29 for Trip attempts. Even worse, that PC did NOT have any of the Improved combat maneuver feats, but using a reach weapon so he could get away with it. +11 BAB, +6 Str, +6 Lore Warden, +1 weapon enhancement, +2 luck bonus (PSFG Dueling enhancement), +2 weapon training, +1 weapon focus, +2 disarm keyword on weapon. All legal, not incredibly min-maxed, other than the Strength of 22 at 11th level (16, +2 racial, +2 from leveling, +2 belt). Add in that Lore Warden also gets a fair array of class skills, so they can help during the non-combat stuff, unlike a regular fighter, and they can take up a bit more of the spotlight than maybe they should... (Mine had +13 in the monster knowledge skills, using their being class skills, 5 ranks, an Int of 16 (14, +2 headband), and +2 from the Dilettante feat, along with some decent numbers in other skills, which means a Take 10 on monster knowledge gives him at least the basics, and can be used to activate the Lore Warden Know Thy Enemy ability, giving another +2 to attacks and damage against a specific target....)
Posting early, so more to come later, I am sure. April 14 - Module: The Ruby Phoenix Tournament (Part 2)
this double-length slot.
April 14 - Scenario: First Steps, Part 1: In Service to Lore
If anyone knows of additional games in the Vegas area, please go ahead and post them on this thread, so we have it all consolidated. No games decided on as of yet for this location
Getting this stuff up early, so don't have much for this thread, yet. March 10 - Module: The Ruby Phoenix Tournament
If anyone knows of additional games in the Vegas area, please go ahead and post them on this thread, so we have it all consolidated. No games decided on as of yet for this location
Probably not worth correcting for the limited time version of the chronicle sheet, but something to fix for the regular version of the chronicle: Spoiler: The Chronicle lists as available two items that do not exist:
Belt of Incredible Decterity +2 & Belt of Incredible Decterity+4. I would presume that these are supposed to be Belts of Incredible Dexterity?
Looking for some advice on an 11th level build I am making for a Fighter (Lore Warden) who I would be playing in a Paizo module: Spoiler:
BRUNO CR 10
Male Human (Ulfen) Fighter (Lore Warden) 11 CN Medium Humanoid (Human) Init +2; Senses Perception +15 DEFENSE:
AC 23, touch 13, flat-footed 21 (+9 armor, +2 Dex, +1 natural, +1 deflection) hp 81 (11d10+11) Fort +10, Ref +7, Will +8 Defensive Abilities Bravery +2 OFFENSE:
Spd 30 ft. Melee +1 Dueling, Ghost Touch Whip +21/+16/+11 (1d3+14/20/x2) and Masterwork Whip +21/+16/+11 (1d3+10/20/x2) Ranged +1 Seeking Longbow, Composite (Str +6) +15/+10/+5 (1d8+8/20/x3) Special Attacks Weapon Training: Bows, Weapon Training: Flails STATISTICS:
Str 20/22, Dex 14, Con 12, Int 14/16, Wis 12, Cha 7 Base Atk +11; CMB +23 (+25 Disarming+25 Tripping); CMD 36 (38 vs. Disarm38 vs. Trip) Feats Blind-Fight, Combat Expertise +/-3, Combat Reflexes (3 AoO/round), Cosmopolitan: Diplomacy, Perception, Dilettante, Exotic Weapon Proficiency: Whip, Improved Disarm, Improved Trip, Improved Whip Mastery, Iron Will, Power Attack -3/+6, Weapon Focus: Whip, Weapon Specialization: Whip, Whip Mastery Traits Armor Expert, Captain's Blade: Acrobatics Skills Acrobatics +16, Appraise +7, Climb +12, Diplomacy +12, Escape Artist +1, Fly +1, Knowledge (Arcana) +13, Knowledge (Dungeoneering) +13, Knowledge (Engineering) +10, Knowledge (Geography) +10, Knowledge (History) +10, Knowledge (Local) +13, Knowledge (Nature) +13, Knowledge (Nobility) +10, Knowledge (Planes) +13, Knowledge (Religion) +13, Linguistics +17, Perception +15, Ride +1, Spellcraft +8, Stealth +1, Survival +10, Swim +9 Languages Azlanti, Celestial, Common, Draconic, Hon-La, Hwan, Jistka, Kelish, Minakian, Minatan, Osiriani, Shoanti, Skald, Thassilonian, Tien, Undercommon, Varisian, Vudrani Special Qualities:
Antitoxin (vial), Hair's Breadth (Ex), Heart of the Wilderness +5, Ioun Torch, Know Thy Enemy (Standard Action) (Ex), Ram, portable, Ring of Feather Falling, Wayfinder, Standard (1 @ 0 lbs), Weapon Cord Combat Gear:
+1 Dueling, Ghost Touch Whip
+1 Seeking Longbow, Composite (Str +6) Spare: Masterwork Whip In quiver:
In handy haversack:
Celestial Armor Note that the Dueling is the +1 enhancement from APG Other Gear:
Amulet of Natural Armor +1 Belt of Giant Strength, +2 Cloak of Resistance, +2 Efficient Quiver (62 @ 14 lbs) contents listed above, and include the bow and spare whip Handy Haversack (90 @ 74 lbs) some contents listed above additional contents: Antiplague (vial) Antitoxin (vial) Bedroll Climber's kit Courtier's Jewelry Courtier's outfit Crowbar Holy Water Flask (2) Oil of Daylight Potion of Cure Light Wounds (2) Potion of Cure Moderate Wounds Potion of Darkvision Potion of Enlarge Person (2) Potion of Fly Potion of Gaseous Form Potion of Invisibility Potion of Restoration, Lesser Ram, portable Rations, trail (per day) (5) Rope, silk (50 ft.) Tanglefoot bag (2) Tent, Small Waterskin Headband of Vast Intelligence, +2: Acrobatics Ioun Torch Pouch, belt (8 @ 4 lbs) contents: Air Crystal Alchemist's Fire Flask (2) Chalk, 1 piece Flint and steel Sunrod (2) Vermin repellent Ring of Feather Falling Ring of Protection, +1 Wayfinder, Standard (1 @ 0 lbs) contains Ioun Stone, Clear Spindle Weapon Cord (on primary whip) Items and most feats can be changed, this is still a preliminary build, but it is based off of an existing third level build, so some of it won't change.
static feats:
Combat Expertise, Combat Reflexes, Exotic Weapon Proficiency: Whip, Improved Whip Mastery, Power Attack, Weapon Focus: Whip, Weapon Specialization: Whip, Whip Mastery In addition, he still has 1067 gp, 2 sp & 9 cp. Total gold should be 82,000 gp, standard 11th level WbL. Note that the wayfinder was bought at 250 gp instead of 500 gp, per PFS rules.
Don't have much for this thread, yet. Feb. 11 - Scenario 3-01: The Frostfur Captives.
If anyone knows of additional games in the Vegas area, please go ahead and post them on this thread, so we have it all consolidated. No games decided on as of yet for this location
Abundant Ammunition:
Quote:
Weapon Blanch:
Quote: These alchemical powders have a gritty consistency. When poured on a weapon and placed over a hot flame for a full round, they melt and form a temporary coating on the weapon. The blanching gives the weapon the ability to bypass one kind of material-based damage reduction, such as adamantine, cold iron, or silver. The blanching remains effective until the weapon makes a successful attack. Each dose of blanching can coat one weapon or up to 10 pieces of ammunition. Only one kind of weapon blanch can be on a weapon at one time, though a weapon made of one special material (such as adamantine) can have a different material blanch (such as silver), and counts as both materials for the first successful hit. So, what happens when Abundant Ammunition is cast on a quiver containing ammunition that has been treated with Weapon Blanch, and that ammunition is used? Am I correct in that the ammunition appears in exactly the form it had when taken from the be-spelled quiver, or does it just come back as the base ammunition (if the attack hit), enhanced by any spells cast onto the quiver after the Abundant Ammunition spell has been cast?
Searched, but couldn't find anything on this: If you take a character who has level(s) in another class, and multiclass him into Gunslinger, does he get the free gun? I couldn't find anything in the FAQ on it, and the class write-up seems to allow it, but I would rather have something approaching a definitive answer before I multiclass my PFS character into Gunslinger in a couple of levels.
Note that this is only the PFS that I know of that is going to be happening in Las Vegas, and I am not the VC, just the person who is going to be running the games in the following list: Jan. 7, 2012 - Scenario 3-01: The Frostfur Captives (Tier 1-5)
Jan. 14, 2012 - First Steps, Part 3: A Vision of Betrayal (Tier 1)
Jan 21, 2012 - Module: Crypt of the Everflame (Tier 1-2)
If anyone knows of additional games in the Vegas area, please go ahead and post them on this thread, so we have it all consolidated.
Seems like I have been reporting wrong, since I thought I remembered an old post by Josh that said you only reported someone when they played a scenario for the first time (multi-credit Tier 1 scenarios aside). So, how do you report someone replaying a scenario, and how do you make sure that the report doesn't skew faction tracking? Replay with real PC:
Replay with pregen?
And no report for that 4th character, if it is a pregen being used to legalize a 3 player table? Help?
It is probably past time to unsticky some of the stickied threads in this forum. Just as an example, do we really need the v2.2 FAQ stickied, now that we are up to v4.0? Especially since it appears to be locked... Reducing the number of stickied threads will make it easier, at least for me, to find the more active non-stickied threads...
I am trying to do a less-than-optimum build for a 4th level fighter using a reach trip eapon, currently the fauchard. Looking for suggestuions on how to make a build that is not obscenely optimized, as the current iteration I use is +17 to trip attempts at 4th level, which is a bit much... Below is an attempt to tone it down, but I think it failed: Spoiler: KINEVON CR 3
Male Human (Chelaxian) Fighter (Polearm Master) 4 CG Medium Humanoid (Human) Init +6; Senses Perception +5 -------------------- DEFENSE -------------------- AC 21, touch 14, flat-footed 17 (+6 armor, +1 shield, +4 Dex) hp 36 (4d10+4) Fort +6, Ref +6, Will +3 -------------------- OFFENSE -------------------- Spd 30 ft. Melee +1 Silversheen Fauchard +6 (1d10+4/18-20/x2) and Gauntlet, Spiked +6 (1d4+2/20/x2) and Sap +6 (1d6+2/20/x2) and Unarmed Strike +6 (1d3+2/20/x2) Special Attacks Pole Fighting -4, Steadfast Pike +1 Spell-Like Abilities Light (At will) -------------------- STATISTICS -------------------- Str 14, Dex 19, Con 12, Int 14, Wis 12, Cha 7 Base Atk +4; CMB +8 (+14 Tripping); CMD 20 (22 vs. Trip) Feats Agile Maneuvers, Combat Expertise +/-2, Combat Reflexes (5 AoO/round), Exotic Weapon Proficiency: Fauchard, Fury’s Fall, Improved Trip Traits Bellis Honey Harvester, Reactionary Skills Acrobatics +3, Climb +4, Diplomacy +2, Escape Artist +2, Fly +2, Intimidate +2, Knowledge: Dungeoneering +6, Knowledge: Engineering +6, Knowledge: Local +3, Perception +5, Profession: Sailor +8, Ride +2, Stealth +2, Survival +5, Swim +4 Languages Common, Osiriani, Polyglot SQ Wayfinder, Standard (empty), Weapon Cord Combat Gear Gauntlet, Spiked, Sap, +1 Silversheen Fauchard, Mithral Breastplate, Masterwork Buckler; Other Gear Adventurer's Sash (5 @ 3 lbs), Alchemist's fire (flask), Backpack, Masterwork (15 @ 6 lbs), Chalk, 1 piece (10), Cloak of Resistance, +1, Flint and steel, Potion of Cure Light Wounds, Potion of Darkvision, Potion of Protection from Evil, Rations, trail (per day) (2), Wand of Cure Light Wounds, Waterskin, Wayfinder, Standard (empty), Weapon Cord -------------------- TRACKED RESOURCES -------------------- Light (At will) (Sp) - 0/0 Potion of Cure Light Wounds - 0/1 Potion of Darkvision - 0/1 Potion of Protection from Evil - 0/1 Wand of Cure Light Wounds - 0/41 -------------------- SPECIAL ABILITIES -------------------- Agile Maneuvers Use DEX instead of STR for CMB Bellis Honey Harvester DR 3/— vs swarm dam, +1 trait bon to saves vs distraction & swarm poison. Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack. Combat Reflexes (5 AoO/round) You may make up to 5 attacks of apportunity per round, and may make them while flat-footed. Fury’s Fall When making a trip attack, add your Dexterity bonus to your CMB. Improved Trip You Trip at +2 and don't cause an attack of opportunity. Pole Fighting -4 (Ex) Use a spear or polearm against adjacent targets with a -4 penalty. Steadfast Pike +1 (Ex) +1 to hit on readied attacks and AoO with polearms & spears. Wayfinder, Standard (empty) A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the magic of the wayfinder itself (see Seeker of Secrets page 51). Note: This item costs only 250gp for members of the Pathfinder Society Construction
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Mainly in a specific circumstance, but using Signature Deed on the Secret Stash Deed spells a character with infinite bullets and black powder. Pull out 3 bullets and 3 charges of black powder in no time (no action specified), rinse and repeat. Each iteration is worth 16.5 gp for resale, but it won't take long to gain enough money to retire with capped gear. Quote:
Quote:
Consider a Type IV Bag of Holding: Capacity: 1,500 lbs or 250 cubic feet of materialNo listed weights for bullets and black powder, but this can probably hold a massive quantity. Sling bullets weigh 5 lbs for 10 of them. Gun bullets are probably lighter, since most of their damage comes from imparted kinetic energy, not innate mass.
I would propose adding at least one more option to the initial gun freebies available as options for the Gunslnger class, as the current options are a bit limiting. Current option 1: Musket with 50 bullets and 50 charges of black powder(2,050 gp value) Current option 2: Two pistols with no bullets or black powder (2,000 gp value) Proposed option 3: One pistol with 100 bullets and 100 charges of black powder (2,100 gp value)
Proposed option 4: Muket and pistol, no bullets or black powder (2,500 gp value)
Proposed option 5: I can't think of one with the currently available black powder weapon line-up, since there are so few options available.
So, it isn't clear in the Ninja playtest, and it isn't (currently) covered by the Additional Resources web page, so, which poisons are legal for Ninjas to buy & use? Is it the same list that Josh made for the Alchemist? Quote:
While I like the idea of Words of Power, I don't think the point costs add up correctly at this point. Case in point: Fireball equivalent:
Unfortunately, this costs more than a third level spell has available in points, 11 rather than the cap of 10; and is still not as good as a normal third level spell, Fireball. Fireball
Unfortunately, the same issues exist for a Lightning Bolt equivalent spell, as well. So, my thoughts on this: First, you should be able to put together an X spell level target word and a same-level effect, and have a spell within the cost of that same level. Now, at a glance, the point costs of the words seems to be close to being in line, so it appears to me that the level point caps are a little low. And, on looking over the spell point caps, it apperars that there is an odd bobble in the cost progression. Current:
1st level seems to break the progression, and would, if adjusted to match the similar low levels, make same-level target and effect spells work out. Possible (but not totally checked):
Also, as mentioned, having status effects separated from the damage words makes for more flexibility. At present, fotr instance, sickened is available as a stackable single word, Wrack, butis also included in certain other effect words already, like Acid Wave. They should eother be separate words, that could be added as desired, or fully built-in to various damage effects already. I would vote for having them as separate words, but making the cost adjustment consistent. The same cost consistency needs to be applied to damage words as well. For example, why does Fire Blast cost 6/8 while Lightning Blast cost 7/9? Other than Lightning being available as Druid 3, and the different energy types, they are identical.
Unlikely combination at 3rd level Fighter, but possible at some point with too much multi-classing: Mithril Full Plate, which gives movement as though it were Medium, even though it still needs Heavy proficiency. So, with the Fighter Armor Training, would you get full movement in Mithril Full Plate at 3rd level, when they get it with Medium armor, or would he have to wait until he is 7th, when it would apply to Heavy armor?
Not quite what the title might make you think. This question is not about max PA, or anything like that. It is related to the "spend 2 PA for an item worth up to 750 GP". So, I am working on translating my PFS Season 0 PC into Season 1 legality, and I am leaning toward making him an archer. So, with his stats, I am wondering if the following item could be legally purchased, hopefully at the start of his first module, for 2 PA:
Also, could I use the last 20 GP from the PA to add some arrows to the purchase, or is it only a single item, even when accessories are a "normal" part of the item?
Okay, I was looking at the various pregens from the web site, and just have a question on the Wizard 1 pregen, Ezren. He comes with a bunch of pre-bought equipment, and it includes a Scroll of Burning Hands. Now, does this mean that a new PFSOP PC can purchase scrolls during generation, or is this an error? From the PFS CCG v2.01, page 16:
So, should the Wizard have a different item, or are scrolls not considered magic items?
Okay, Adamantine clearly spells out that the cost is +60 GP per piece of ammunition. Cold Iron is a simple double the price, which can be done individually or as a bulk purchase. Unfortunately, Alchemical Silver shows a +2 GP for the Ammunition cost. Is that per piece of ammunition, like Adamatine, or for a set, like a quiver of 20 arrows? That makes a serious price difference:
Serious archers want to know. ;)
Okay, I searched for whether this was asked previously, and it was, but no official answer was ever given. So, the Extra Channel feat, unlike all the other Extra ... feats, does NOT include the special that the feat can be taken multiple times. Is this correct, or was there an oversight, and it can be stacked? Thanks! |