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Organized Play Member. 23 posts (24 including aliases). No reviews. No lists. No wishlists. 14 Organized Play characters.


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What kind of light do laser scopes emit? Are the lasers visible when you are targeting, or can they be made infrared or ultraviolet? If others have the senses to see whatever light the scope uses, does it break stealth?


Thanks!


I am trying to report a session I am GMing. When I do, I get the message "One or more characters cannot play this scenario due to being the wrong character/scenario type."

As any character below the level of the scenario should be able to take the chronicle sheet (even if they have to wait to apply it), everything should be good. The scenario is set up as "RPG" in the Event so this shouldn't be a normal/core problem. Can anyone suggest what might be the problem?


They get medium armor proficiency because they are rangers, but many of their Deeds specify light armor. Is this an oversight, or is it intended that Hooded Champions would have to choose between them?


I agree I am being technical, but this is a game of technicalities. The wording is oddly different, both in the text and the fact that the save is not a clean "Will negates."

When I wrote the OP I was thinking it was a 4th level spell. My interpretation was not out of line for spells of that level, which often have partial effects on a save. I see now that it is only 2nd. I agree that it is hard to believe what I was thinking was intended at 2nd level.

That said, even under my interpretation, this spell isn't as OP as Snowball. :p


Saving Throw Will negates (see text)

Description: You fill your target with boredom. The target loses all interest in its current task and must make a Will save against the spell’s effect in order to perform its next action. If the target fails, it takes no action that round. The boredom lasts until the duration expires or the target breaks the spell’s effect with a successful Will save.

If I am reading this correctly, there is no save to have an existing action interrupted, only to take the "next" action. So for example, if someone is in the middle of a one round action, such as casting Summon Monster or concentrating to maintain a spell, I can hit them with this and the spell fail or the concentration will cease, yes?


It appears that technically I don't need to change anything yet as the old blog post is still listed as legal on the Additional Resources page.

If the blog post does get removed from the list, the Guide to Organized Play is not 100% clear on what the remedy is, as it only addresses changed feats, traits, ability scores, and proficiency.


No one knows???


I have a cleric of Groetus. According to this blog post:

http://paizo.com/paizo/blog/v5748dyo5lbwn&page=6?Golarion-Day-Subdomain s-for-Everyone

The protean subdomain was legal, so my cleric chose it. According to the just released Inner Sea Gods, Groetus does not have access to the Protean subdomain.

Is Protean no longer legal in PFS for clerics of Groetus? Is there a grandfather clause? Thanks!


How about Hanover Fiste (http://www.youtube.com/watch?v=tHgMsvpFm08).

Build as an 18 strength Alchemist...or even a Ragechemist. Go Master Chymist for at least one level once you qualify. Maybe add a level of Barbarian after that.


Human Tatooed Orc-Blooded Sorcerer with Snowball Spell (legal for PFS play):

20-Point Build: Str 7, Dex 16, Con 14, Int 12, Wis 10, Cha 17. If you don't care about skill points, you can drop the int and put the points into Cha.

Traits: Wayang Spellhunter (Snowball), Magical Adept (Snowball).
Feats: Mage's Tatoo (Conjuration), Point Blank Shot (1st), Precise Shot (1st), Empower Spell (3rd), Intensify Spell (5th)

Snowball (Conjuration): 1st Level. Ranged touch attack. 1d6 per level cold damage (Max 5d6) PLUS STAGGERED. Fort save negates the staggered but DOES NOT HALVE THE DAMAGE. NOT AFFECTED BY MR. Close range.

At first level, you hit for 3d6+3 (+1 for PB shot) plus a possible stagger. You are +3 (+1) to hit touch AC.
At third level, you hit for 5d6+5 (+1) plus a possible stagger.
At fourth level you can cast the spell empowered as a second level spell.
At fifth level, you cast the spell intensified as a first level spell.
At six level, you can cast the spell intensified and empowered as a third level spell. By now, you are +6 (+1) without magic items or buffs to hit touch AC, and so should seldom miss.

So this gives you a nice blast (and the stagger is icing on the cake if you get it) you can use when the party really needs to pour on the dps, needs solid ranged dps, or faces an enemy with high AC and MR. If you need to, you can cast it a zillion times given all the different spell levels you can cast it at using metamagic feats.

It also leaves you with plenty of other spell slots to work with to do what mages are supposed to do: control the battlefield, buff allies and debuff enemies. Since you are human (but you get Darkvision for being Orc-Blooded), you may pick up extra spells known as a favored class option.

You get a familiar and have a high cha for UMD. Or just improve it at 7th level and get a Faerie Dragon which doesn't need UMD to use sorcerer items.

In addition, you can use PB Shot and Precise Shot with other ranged touch spells. Spells like Enervate will become your go-to spells at high levels.

Weaknesses of the build are that you don't have the best spell DCs, concentration checks, or MR penetration (not an issue with Snowball)due to lackluster Cha. Snowball's range is only close. The usefulness of Snowball will fade at high level as it will stop scaling after reaching 10d6+10 Intensified.


Scavion wrote:
TriOmegaZero wrote:
Dragontamer wrote:
What he said. I've played in a campaign where blowing a trap is often a one shot kill. People very much care about rogues in that one.
No, they care about people that can deal with traps, be it a rogue or not.

Yep. Seeker Oracle/Sorcerer, Urban Ranger, Archeologist all perform better than the Rogue in that regard. And then they perform better than the Rogue in a ton of other regards.

I've noticed a lot of talk about Ninjas in the thread. This thread was created to make the Base Rogue work. Ninjas are pretty much just being used as comparisons.

We know the ninja works. The goal of the thread was to make a Rogue who can perform admirably in combat in such a way that isn't completely inferior to another class.

Depending on your game philosophy, maybe this is a big part of the problem with rogues.


Drachasor wrote:
Dragontamer wrote:
Anonymous Visitor 163 576 wrote:

One of the problems with the Rogue is that they have trap finding, and traps are mostly worthless as they stand right now.

Fix the trap, and you'll fix the trap finder.

link

What he said. I've played in a campaign where blowing a trap is often a one shot kill. People very much care about rogues in that one.

At low levels a rogue is not much different from anyone else here.

There are lots of cheap magic items that grant big bonuses to finding traps.

Once you've found a trap, there are lots of ways to "disable" it without using "disable device". Though, anyone can use "disable device" on non-magic traps and items that boost disable device are cheap.

Overall, Trapfinding isn't horrible, but it is a distinctly minor ability. It's easily replaced by someone with Craft Wondrous Item and a bit of gold. Or no crafting and twice a bit of a gold.

Fair point, although the other thing I should have mentioned was that mostly it was the chests that contained the monster's loot that had these uber lethal traps. Blowing it usually destroyed the loot.


If a Roughrider rides a suitable mount that is also another player's pet, or rides another player who is wildshaped into a suitable mount, do these mounts benefit from the Roughrider's Steadfast Mount, Armored Charger, or Relentless Steed abilities?


2 people marked this as a favorite.
Anonymous Visitor 163 576 wrote:

One of the problems with the Rogue is that they have trap finding, and traps are mostly worthless as they stand right now.

Fix the trap, and you'll fix the trap finder.

link

What he said. I've played in a campaign where blowing a trap is often a one shot kill. People very much care about rogues in that one.


All of the following questions pertain to PFS Organized Play when buying magic items with gold presuming one has sufficient fame:

1) You can buy a Belt of Giant Strength, but does it have to be a belt? Could one buy it as Gauntlets?
A) If so, does PSOP have "slot affinity rules" as I've seen vaguely mentioned (it's unclear whether they are referring to PSOP, Pathfinder in general, or some edition of D&D)?
B) If so, is the affinity only for the slots the items can be bought in, or are they broader than that?
C) What is the multiplier for the cost of getting an enchant in a non-affinity slot? If using a different slot is allowed at all, is the cost doubled for a non-slot version as suggested by the CRB?

2) If one has Feather Step Slippers, can one add the Boots of Speed enchantment to them?
A) If so, how is the price of the upgrade determined? Would it be the price of the second enchant +50%, as suggested in the CRB?
B) Would the price be different if one wanted to add the Feather Step Slippers Enchant to Boots of Speed, since it would then be the cheaper enchant whose cost is increased 50%?
C) When one does the upgrade, which *total price* is used to determine whether the character has sufficient fame to buy the upgrade? Is it the price actually paid by the character for both enchants? Is it the price of building the item in the most efficient manner (e.g. Speed first, then Feather Step, regardless of which order the character actually performed the upgrades)? Or is it the price of building them item in the least efficient manner (e.g. Feather Step, then Speed)?


Darksol, can't a player choose to take a "full attack" with the single attack available so long as they haven't used their move action, and thereby benefit from the Second Chance feat or anything else that might only work in conjunction with a full attack?

Kazaan, I was asking the question in the context of not using anything other than the natural attack. Love the sign. Have to have one made.


Thank you both.

follow on question: suppose you have one natural attack. You do not get iterative attacks for having a high BAB with natural attacks. Can you apply this feat to the natural attack, even though you are not "giving up" an iterative attack.


How does the Second Chance feat work if you are fighting with two weapons?

"Benefit: When making a full attack, if you miss on your first attack, you can forgo making any other attacks for the rest of your turn to reroll that attack at your highest base attack bonus."

Pretty straightforward with one weapon. You take your highest BAB swing, and if it misses, you can swing again by giving up the extra swings you get from your +6 or better BAB. The intent is clear.

It less clear how this works if you are fighting with two weapons:

Does it only apply to the first weapon that swings? If so, does he also lose his off-hand attack at highest BAB in addition to the extra attacks from having a +6 or better BAB if he elects to reroll? Which weapon goes first? Or is it the player's choice?

The alternative view is that the "first attack" is supposed to encompass both of your full BAB attacks. Is this the correct interpretation? If so, does only one attack have to miss to trigger this feat, or do both have to miss? If one of the two hit, do you reroll only the attack that missed or do you reroll both? If both missed, do you reroll both attacks or only one of them?


Ooh! Great catch on the caster level being your rogue level for the SLAs! I looked at getting arcane casting ability through dipping, but ran up against the scaling problem. This, however, will work!

Yeah, I saw that ioun stone. Very nice. Won't help with DR as it's a competence bonus, but it's always nice to hit more often.


I'm playing a Tengu rogue with the Claws racial trait and fighting with my natural weaponry. Aside from the Amulet of Mighty Fists and the Bodywrap of Mighty Strikes, are there any other items that enhance attack rolls with natural weapons and/or allow me to avoid DR, and are legal for Society play? There's no item for Tengu like the Claw Blades the Catfolk can use are there?


Thanks Avianfoo. You are, of course, thinking exactly as I did. A light source is visible over a much greater distance than it illuminates. That was leaving me scratching my head as to while this item would be generally useful. If we are correct, a moonrod is a very situational item...at best. Maybe only useful when moving through a very large open area where you are hoping to just avoid the notice of denizens more than 100 feet away. Is that really what we think the authors intended when they created this?

Also, can you please confirm one thing that you imply in your answer, which is that there is no formal rule for perceiving a light source; it is a DM's judgment call.


It is clear that a monster with Darkvision and normal light vision can see my rogue unless I have concealment, but I would argue I have that if I am, say, peeking around a corner. However, peeking around a corner doesn't do me any good if I can't see, and I only have low light vision. But what if I'm using a moonrod? This device casts dim light in a 30' radius, but it is considered normal light to a 60' radius for those with low-light vision. So the questions are:

1) If I peek around a corner using a moonrod for a light source, and there is an enemy further away that 30' but closer than 60', how is it determined whether he detects the light source, even if he doesn't detect me because I win the stealth vs. perception check?

2) Suppose I am approaching a corner with a moonrod, and there is an enemy without low-light vision around the corner. The monster doesn't have line of sight on the moonrod yet, but as I approach the turn, the walls will be illuminated by the moonrod when I get within 30 of them. How is it determined whether the monster detects the light source before I reach the corner, even if he can't see or hear me?

3) More generally, while the rules are clear about what areas a light sources illuminates and what level of lighting in provided, what is not clear are the mechanics for an enemy to notice that someone using a light source is coming. Is there a specific range at which it becomes noticeable that is greater than the area it illuminates? Or is there an associated DC for various light levels for a range modified Perception check?