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?
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.
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!
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).
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.
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:
Depending on your game philosophy, maybe this is a big part of the problem with rogues.
Drachasor wrote:
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.
Anonymous Visitor 163 576 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.
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?
2) If one has Feather Step Slippers, can one add the Boots of Speed enchantment to them?
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.
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? |