Djarrus Gost

DitheringFool's page

Goblin Squad Member. Pathfinder Roleplaying Game Charter Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber. Organized Play Member. 2,185 posts (2,661 including aliases). 2 reviews. No lists. 2 wishlists. 14 aliases.


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Scarab Sages 2/5 **

I like what I see so far...no factions, ease of play and paperwork...for me and my group, vanities always made the event - housing, odd careers, the out of game "fluff" that keeps the story in your mind even after you left the table.

Scarab Sages

Finoan wrote:

As far as I can tell... neither.

It looks like blood magic effects are the class perk that is not poachable from the multiclass archetype.

Thanks...I thought so, but the wording of "in addition to..." had me wondering.

Scarab Sages

My friends made a group of skeletons for PFS play and have been having quite the interesting time.
Rules questions:
If my cleric takes Sorcerer dedication at 8 (with undead bloodline) and then takes Ancestral blood magic via Basic Blood Potency at 10 (granting the blood magic effects) - do these trigger when using a harm font?
...or do I need to take the Basic Sorcerer Spellcasting Feat (12) to get Harm on the list and then would they stack or would it just be for the sorcerer slots?

Scarab Sages

A fighter with a flail build with a fearsome rune, crits on a reactive strike. Does the save made for the critical specialization (knocked prone) now include the frightened penalty?

Scarab Sages

Odd thing came up in a game the other night:
A wizard was hit by a monster and then a follow up grab was successful.
A cleric used delay consequence on the wizard on the grab attack.
The wizard then moved away and cast Freedom of movement.

The round is now over...
So, does the wizard get moved back to the monster and resolve the grab or does the grab fail without moving leaving the wizard at his new location? ..or something else?

To further complicate the issue, the monster has swallow whole...so could the monster resolve swallow whole on it's original turn or does it require the grab condition to be active as in the delay consequence had, well delayed it?

We ruled it the later in favor of the players but we were not sure...

Scarab Sages 2/5 **

1 person marked this as a favorite.

Agreed on the "way too much..." influence encounters bandwagon. Some are simply too long and the game devolves into...just tell me what to roll so we can move on...

we've been short cutting them lately and cringe when the judge mentions the next dinner party event.

Scarab Sages 2/5 **

2 people marked this as a favorite.
Alex Speidel wrote:

Hello Pathfinders and Starfinders,

Today we are asking for public comment on the following revisions to the Guide to Organized Play, specifically the section entitled Run as Written.

** spoiler omitted **

** spoiler omitted **...

I generally like the changes. I run for a lot of kids and teenagers and sometimes forced to change subtle points in the story and it's nice to know these are encouraged. The game is about fun and not real life culture or politics.

Scarab Sages

2 people marked this as a favorite.

Looking forward to more fighting and fewer dinner parties...

Scarab Sages 2/5 **

Pirate Rob wrote:

[url=https://paizo.com/threads/rzs2qvq6?Because-PFS-Scenarios-are-not-replayable-for#23]Here[/url}

---

I'll also acknowledge that it's been particularly problematic as groups continue to reform in meat space, with some of their community having continued to play via online methods while others did not. That creates extra challenges that we didn't have in the past.

Maybe we can hear from some organizers who've already gone through that process in 2022 and 2023 etc with some thoughts...

I get it...it's just been more difficult than I originally thought mixing new and old players together over something played a few years back...more so than just playing the intros over and over...

Edit...just looking at the copied threads...those are 10-14 years ago...

Scarab Sages 2/5 **

During covid, a lot players withdrew, went online or found other ways to play. As our area stores seem to be getting back into a mix of play, we are seeing more and more conflicts in generating tables for people that played prior versus new players wanting to game weekly.

As we start reviewing play records, lots of conflicts show up on "already played...".

Does it matter?

I don't really care about some players trying to game the system, frankly it only generates more high level game options / seats for everyone.

We have plenty of purists that follow the rule but more and more it looks like people are simply ignoring it for the opportunities to participate.

Thoughts?

Scarab Sages

2 people marked this as a favorite.
Aaron Shanks wrote:

..... Paizo is now a remote work company. We work in multiple state and countries. Staff participation in physical cons is now opt-in. We reach more people with an online Con. Hybrid cons are difficult to produce. We had some success with partnering with KublaCon, which was running concurrently.

Paizo Leadership will decide.

I just happened to come across this as I was looking for Gencon info (which is sold out)...prior to covid, I did lots of in-person games. After, they seem to be few and far between for pathfinder (I'm west of Chicago). My son is just starting to get into the game and we've been forced into more D&D sessions because there seems to be plenty of those in person. Online play is just like another screen game to me and I'm steering my kids away from that.

Scarab Sages 2/5 **

Dancing Wind wrote:
HeatherV wrote:
I’d recommend just showing up with generics.
He's offering to GM and asked who he needs to talk to to create another table.

Thanks for the reply...

Scarab Sages 2/5 **

Gary Bush wrote:
Cascade wrote:
I'd offer to judge the special if I could get my son at the table...(he's only 12). We didn't get tickets either and have the slot open anyways.
There is a process for players to be placed with a certain gm.

I'm game...who do I talk to ?

Scarab Sages 2/5 **

Alex Speidel wrote:

We can't add additional tickets unless we get additional GM volunteers. The tickets listed are everything we have GMs or table space for; we didn't hold any back for any reason except to accommodate walk-ups for introductory scenarios.

Interested GMs can find volunteer information in our blog here; while we no longer have hotel rooms available, we can still provide GMs with a free GM badge to the show for running 3 or more slots.

I'd offer to judge the special if I could get my son at the table...(he's only 12). We didn't get tickets either and have the slot open anyways.

Scarab Sages 2/5 **

wow, the Gencon event sold out fast...any plans to add more tickets?

Scarab Sages

2 people marked this as a favorite.

I'm quite disappointed in this decision. I'm not a fan of online gaming, it's the personal interaction that brings RP to life. Baldman will be there and we'll jump to that...

Scarab Sages

Claxon wrote:
The dragon catch guisarme assume the enemy will ever get close enough while flying for you to use it.

Any melee weapon won't function against a target that stays far away.

But for any target with flying that does melee attacks, it works well.
Worse case; enlarge and ready action.

But to the OP, adding intimate to a trip build isn't that hard via cornugan smash. - Hellknight works well.

Scarab Sages

Imbicatus wrote:
Damanta wrote:


At level 9 my trip specialist will be looking at a +30 to CMB for purpose of trip attacks before items and spells.

CR 9 creatures in the bestiary:

air elemental (greater): Flying
blue dragon (young): Flying
bone devil: Flying
bronze dragon (young): Flying
.....

You'll be able to trip a lot at that level, but the CMD doesn't matter if they can't be tripped.

If you fight lots of flyers...

http://www.d20pfsrd.com/magic-items/magic-weapons/specific-magic-weapons/dr agoncatch-guisarme
works wonders.

Scarab Sages

I think it would follow the expanded Daze description under the spell...

DESCRIPTION
This spell clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions. Humanoids of 5 or more HD are not affected. A dazed subject is not stunned, so attackers get no special advantage against it. After a creature has been dazed by this spell, it is immune to the effects of this spell for 1 minute.

Dazed Condition: The creature is unable to act normally. A dazed creature can take no actions, but has no penalty to AC.

Although not by RAW, I think the intent of the condition is that attackers get no special benefit.

Scarab Sages

The mythic version does have a flammable option...so the normal version wouldn't.

It would be usable in at least one adventure though...

Scarab Sages 2/5 **

I'd rather see save or die spells removed...it's just not in the "spirit" of a standard gaming mechanism that everything about an encounter (either for the players or against them) hinge on a single roll. I know it's iconic, but the changes in spells like hold person and glitter dust helped the game immensely...

Scarab Sages

2 people marked this as a favorite.
Excaliburproxy wrote:

.... This has to do with the complexity of the game. ...

Having friends that like 5E and don't like 5E, it seems to me to be pretty simple:

5e is a more focused story teller version and with that, If power level is relatively low and equal, the game management is fairly simple.

In PF, the variation is quite broad for someone that uses all of the books / builds / combinations and sits down at a table with just a core book built character. This can make it very difficult for a GM to balance combats or even role play encounters.

Now going from PF to 5e, I can certainly see the comments of boring, dull and lacking detail...it's to be made up in the overall story telling aspect and "working" the game and the judge with imagination as opposed to rules structures.

Yes, it seems, at least to me, they are very different.

Scarab Sages 2/5 **

Generally I like everything I see except the Faction Logos.

Bad Bad

C'mon...all that cool art in the books. Even the season 6 front page is good.

Scarab Sages

I recently purchased this for one of my toons. It was expensive relative to my current gold but the character is also a follower of Nethys so it fit really well. If it was much more, I woulda passed. I was also able to find a good mini that has the exact staff.

Power wise, it's been a niche item for incorporeal help. Otherwise, I'm using other spells.

It sounds way cooler than it is actually. Perhaps a campaign that is a war setting where the holder can sit in a tower and shoot all day is too good. But 3-4 combats an adventure and I use it maybe once or twice if the combat is really long.

Scarab Sages

Dark Archive?

All this evil stuff that can destroy the world all in one place...

Scarab Sages

IMO, Improved crit.

In PFS you only really start to get cash in the that 9-11 level range and there are sooo many cool items to be purchased.

One feat doesn't usually break a build if you have to wait 2 levels but some having a decent all around weapon and the 17+ crit at 3x ...I'd go feat.

Buy the adamantine with the cash.

Scarab Sages 2/5 **

Summoner...but only because the Eidolon rules are not so clear...

I see all of the gunslinger hate but haven't seen it at the tables...they have their moments to shine but so do the all of the 2H weapon crushing melee builds (at low levels) and all of the mage save or die aspects at higher levels. - I've seen the havoc of blindness builds.

Scarab Sages 2/5 **

Pathfinder's Adventurer Chronicle book...
+2 to a specific knowledge check when you have time for only 50 gp. Once you can afford a haversack, I buy a bunch of these...

[i]Adventurer's Chronicle Numerous volumes and editions of the Adventurer's Chronicles exist. When used as a reference (an action that typically takes 1d4 full rounds of searching the text), an Adventurer's Chronicle grants a +2 circumstance bonus on a specific Knowledge check. Each Adventurer's Chronicle grants this bonus to a different type of Knowledge, but regardless of which type that particular chronicle is focused on, the overall cost of the book remains the same. [/]

Inner sea World Guide pg 293.

Scarab Sages 2/5 **

Kyle Baird wrote:
The Morphling wrote:
I really hope that if we're given a "consolation boon" it's not as useless and boring and flavorless as Xenophobia. I want a boon which lets another race gain some trait of said races. Something Tien-flavored. A third-trait boon which unlocks a Kitsune racial trait, or something.

Hmm. The idea of additional race-boon powered boons holds some merit.

How about a boon that gives certain skill bonuses vs. races attached?

Or one that opens up racial traits of boons attached?

+1

I support this concept.

Scarab Sages

Alchemist Vestigial Arm:

The arm does not give the alchemist any extra attacks or actions per round, though the arm can wield a weapon and make attacks as part of the alchemist’s attack routine (using two-weapon fighting).

So if the character normally would wield a 2 handed weapon and suddenly had an extra, functional arm; he could wield a shield in addition.

So if the character normally would wield a 2 handed weapon and suddenly had an extra, functional arm; he could wield a shield as a weapon and as part of TWF full attack action and get 2 attacks (via TWF).

So if the character normally would wield a 2 handed weapon and suddenly had an extra, functional arm; he could wield a one handed weapon and as part of TWF full attack action and get 2 attacks (via TWF).

Wielding 2 two handed weapons seems to defy the off hand requirement for TWF that the off hand is one handed. Thus I'd say that defies the specific exception for vestigial arm to utilize TWF rules.

Just my perspective.

Edit: as far as str bonuses from the OP; I'd follow 1.5 / 0.5 as per primary / off hand but I can see a judge forcing 1.0 / 0.5 via TWF rules

Scarab Sages

Kydeem de'Morcaine wrote:


... It is not usually a powerhouse. The few times I've seen one as a powerhouse it was really because the player has such high system mastery that he can be a powerhouse with virtually anything.

....

When I have seen them most effective is as a support/buff/utility caster in a group that does not have another caster (or only a minimal caster like a ranger). You can find a bunch of different support and buff spells on 2 different lists making it much easier to get stackable benefits. You can use silence, walls, pits, clouds, illusions, cures, condition removals, etc... Whatever type of spell is needed today, you can provide.

The above are the main points.

I've been playing one in society now and it has been excellent at battlefield control.

essentially...the Theurge doesn't do damage but prevents the bad guys from doing any.

Scarab Sages

2 levels of alchemist...
Extra arm discovery - use a shield (+2 shields are pretty cheap)
Also benefit from extra strength, natural armor, occasional bombs, occasional extracts...it works wonders.

Scarab Sages

1 person marked this as a favorite.

Quarterstaff of Entwined Serpents

Scarab Sages 2/5 **

I support these options.

I have both angels and fiends books and will play out those characters; no regrets.

cya at Gencon

Scarab Sages

The process is pretty defined for the base set of rules; you can't use a two handed weapon of your size in one hand without some specific exception; feat or skill.

The rules are definitely more vague on changing sizes of weapons and effort requirements, especially going backwards; i.e. If I can use a two handed weapon of my size in one hand due to a feat, can I increase the weapon size one step and use 2 hands matching the required effort...thus the prior heated exchanges.

Starting with smaller size weapon and increasing the effort with a -2 usually matches the damage of a similar one handed med weapon so it is counter productive.

Ultimately what it seems you are after - the answer is no.

Scarab Sages 2/5 **

Fighter 6
Bard 1
Paladin 2
Summoner 2
Hellknight 3
Oracle 4
Alchemist 6
Fighter 1
Rogue 1
Theurge 1
Wizard 3
Cleric 2
Gunslinger 1
Barbarian 1

Scarab Sages 2/5 **

5 - Human
1 - Ifrit
1 - Half-Orc
1 - Tiefling
1 - Tengu
1 - Undine

Scarab Sages

2 people marked this as a favorite.
Zardnaar wrote:

...

There is to much 4E in 5E though I think to really drop large amounts of $$$ on it.

Really?

Are we talking about the same game?
Each version of NEXT that I've played couldn't be more opposite of 4e.

Scarab Sages

Nice guide.

I thought I'd throw this build out there just because it has been so damn fun...and the mini I altered is too cool.

"Monster" build

Hungerseed Tiefling
Fighter 1 / Alchemist 6+ (Grenadier)

Strength 18
Dexterity 15
Constitution 16
Intelligence 13
Wisdom 9
Charisma 5

Traits:
Reincarnated (roleplay motivated)
Fighter of the Society
Fiendish Resilience
Maw
Prehensile tail

Feats:
1. Exotic Weapon: Dwarven Chain Flail
1. Armor of the Pit
3. Combat Reflexes
5. Power Attack
7. (not sure yet)

Discoveries; Extra Arm, Extra Arm, Wings

Although he can't be enlarged, he really hasn't missed it. With the extra 2 natural armor and a +2 shield, his AC is already 6 over your regular 2 handed fighter type. The DD is used generally from reach but can be adjusted for close. The bite has decent damage for those casters that try and step up. Mutagen is now lasting most of the time and although redundant with the armor of the pit, it's always there.

I expect to have mithril full plate at lvl 8 so with +1 magic, that's a walking around AC of 30+. I've use the Alchemical Allocation to excess (spirit sight was amazing). Bombs come in handy if I want to hold a position and not move while still being active. For a little extra, I toss in some acid or fire on the weapon. And the extra arm and prehensile tail stops any of the "drawing, wielding, rules non sense".

I'll have to see how this performs at higher levels, but so far, it has been brutal. Only one bad event where a certain invisible flying boss from another planet grappled me, did charisma damage and took me out in 1.5 rounds...but the team saved my ass.

Scarab Sages

Although politics will always remain, unfettered, we will excel.

Cascade - Traveler of the Jeweled Path

Better a diamond with a flaw than a pebble without.

Scarab Sages

Stick with a basic build. 4 bar / 2 alch
Take an extra arm discovery to use a shield which adds to AC
Basic STR mutagen plus the extra nat armor.
Pick a two handed wep you like. - Maybe a Chain flail, allows reach and adjacent.
Enjoy huge STR bonus and power attack. with a 26 str (rage + mut) = +18 dam !
It you're not raging, take the Grenadier path and use alchemical items on your weapon...but probably not needed.

The alchemist really helps for the lack of heavy armor getting at least a +1 shield and the +2 nat armor is another +5 to AC.

feats -
1 Chain Flail
3 Combat Reflexes (adds action economy)
5 Power Attack

Eidt - vivisectionist would also be excellent...

Scarab Sages

I've played the play tests for the last few years and the larger event at gencon last year. I'm registered for some at this Gencon.

I haven't been impressed.

I did like the advantage and disadvantage mechanisms with extra dice as well as the skill focus extra dice. I also liked the way AC seemed to only move slightly higher with level however I can forsee a very boring fighter path sequence.

I think in NEXT, everyone will want to play casters; the GM has far more latitude in spell effects and grey areas to allow magic the center of attention.

Where 4th Ed was heavily mechanics based, NEXT is the exact opposite. I cannot see this version working in a living campaign style, the rules are simply too loose and rely on the story telling aspects to run the game. There will be a ton of table variation. One of the table's GMs at last year's Gencon recommended not using minis....as they take away the imagination.

Scarab Sages

Playing society I've found that the presence of a main fighter / 2 handed damage dealer determines the make-up of the rest of the group.

If there is at least one guy who will stand in front and dish out the damage and be the focus to receive, the group make-up almost becomes irrelevant. As long as someone can wand him back or assist durnig the combat, all's good.

I've played plenty of 1-5 level events with little or no cure casting capability. The higher levels become more "race events" without a healer but then you have an extra damage dealer.

The other issue is the number of party members...4 players will be far more selective than 6 or 7.

Scarab Sages 2/5 **

Well, given the Cheliax change, at least my Hellknight is close to retirement. I can't see someone in that prestige class following Zarta if she's not supported by the Government...it just rubs the wrong way for a law and order group.

...now if she was founding her own order...

...that could be interesting.

Scarab Sages 2/5 **

1. Why are you a Pathfinder?
As a Heretic of Nethys, my personal goal is to find rare and unusual magic in the world. PFS is a nice legal way to do this...

2. Do you have a name and surname that is not ripped straight out of existing Earth mythology or popular culture?
I've used the handle "Cascade" since 1986 and the early days of Star Trek and the "cascade effect" of multiplying energy. (not the soap as sooo many people always seem to point out).

3. Which nation did you grow up in? How did this nation influence you?
Born in Varisia I moved into the Acadamae and have ended up tomb raiding ever since.

4. What do you look like? What are your wearing? How does this vary when you’re stalking through forests, sewers, deserts or in glittering cities?
Trim build. Black and white cloak and robes, with lots of books and wands. It rarely changes.

5. What do you love? (Treasure and experience doesn’t count)
Magic - unusual - like the stuff from other planes. Just to see it and feel it..something completely different.

6. What do you hate? (Unclear and irritating darkness level rules don’t count)
Government and politics

7. Which other Pathfinders (PCs) do you rely on for teamwork, survival and butt-kicking? Do you have a bro? a mentor? a father figure? maybe a rival?
I rely on the PFS to supply the required physical might to hold back the hordes...an btw, Torch has not been the most up front person with me.

8. How does your race influence your views? Are you a stereotype of a certain race? How are you different from most humans/elves/gnomes/orcs/tengu?
As a human, I feel that I am always racing against time and that inevitable outcome.

9. What are you afraid of? Do you have any phobias or worries?
Really - Dragons - flying, breathing fire, grabbing and dropping people...it just always seems to run bad when an intelligent dragon is a foe.

10. What is your most treasured possession?
As a wizard - my spellbook. Otherwise my Pathfindre Pouch - it seems like I'm always being searched for something....

Scarab Sages 2/5 **

DM Beckett wrote:


But I'm bias. I hate the Scarab Sages name, and probably will switch factions on that alone. :)

I agree...the name is meh.

essentially ...it would simply be The Jeweled Path
led by the sages with a variety of seekers...

The hues of the opal, the light of the diamond, are not to be seen if the eye is too near.

Scarab Sages

Pick a race that has a natural attack like bite or gorge...half orcs, tieflings..come to mind right away.

You could probably be human and take racial heritage to qualify.

Scarab Sages 2/5 **

William Jones wrote:

.... I ran 11 tables and six of those went off at tier 8-9 or higher. ..

Xath

I also was surpised that there were no issues with filling tables in the 7-11 range. Half the tables I played at ran with 7 players.

Scarab Sages 2/5 **

I also had quite a good time...

too bad they ran out of boons.

maybe Gencon.

Scarab Sages

I had a GM insist players couldn't talk to each other unless it was their turn because talking is a free action and thus only on your turn.

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