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![]() Nefreet wrote:
Per the Guide to OP: Quote: Some characters may revere deities they do not worship. Revering a deity means that your character may do things like wearing the deity’s holy symbol, attending the deity’s religious services, or performing other acts of obeisance that aren’t rewarded with spells or divine powers. For example, many druids revere Gozreh a deity of nature, but their primal magic is granted by Nature itself and does not come from Gozreh. A character may revere as many deities as they wish, but can worship and receive power from only one. If I revere the Laws of Mortals, and practice them, is that enough to qualify for Mortal Healing? Granted, the Laws aren't a deity, so an argument could be made that a follower of the Laws isn't a worshiper, thus not a lay worshiper and not bound to the CRB rules of anathema. ![]()
![]() What's to stop someone saying they are a follower simply for purposes of the prerequisite? Mechanically there's nothing, as Nefreet has pointed out above, just like a player could play a dwarf from Kyonin to gain access to elven racial abilities. Just a matter of a feat in the latter case, and a line on a character sheet in the former case. I think the basic argument is whether there should be something more mechanical to the idea of being a lay worshiper to qualify for feats. I believe people get hung up on Mortal Healing because there aren't many feats like it currently. I'm kinda tempted to create a character that's a fallen Rahadoumi follower of the Laws, who finds religion after joining the Society. Trained in godless healing and mortal healing as a devout follower, because there's nothing magical about it, but turns to divine healing after seeing the suffering in the world. Alchemist with cleric dedication maybe? EDIT: Hmm, don't think that will work. The rules aren't exactly clear on this according to my search, but the implication is that it wouldn't work, not with the cleric dedication in PFS anyways. ![]()
![]() I believe there is a misprint in the stats for the elite Boggard Swampseer in Tier 5-6. It looks like the destructive croak language was copy and pasted from the regular Swampseer without adjusting the DC by +2. Since all other stats were adjusted as per the elite adjustments I feel comfortable raising the DC for this ability by +2 when I run this. Just wanted to let others know. ![]()
![]() Thod wrote:
“Scenario” wrote: Vurna must be Stage 2 or better (or cured) before Yuleg and Vurna will agree to travel with the PCs. Otherwise, the two remain in the city. A PC can spend 8 hours attempt a Medicine check to Treat Disease to help Vurna get better by helping her reduce the stage of her filth fever. If a PC succeeds at the Medicine check, they help her enough that she succeeds on her saving throw. I almost missed it too, Thod. ![]()
![]() Why all the hate for dwarves with the resonance system? Unless you put ability boosts in Charisma, your 1st level character starts out with 0 resonance points. This means dwarves make average clerics at best, horrible at worst. This is contradictory to advice given in the CRB that dwarves make for good clerics.
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![]() Keith Richmond wrote:
Thank the gods for that "may recharge" part in the Bog Medic's power, otherwise you could theoretically get to a point where you have nothing but cards with the Divine trait in your deck and thus not be able to actually discard to heal anyone. ![]()
![]() Also, Illaton's stone curse ability Save DC should be 21 and not 19, since the DC is Strength-based and Illaton's Strength score is 24 vs. a base Shaitan's 20. Does make for a great tactic to get rid of pesky casters or healers. Even works well to take tanky-types out for a round, allowing Illaton to get to the back row, as it's a full-round Fort. Save action to free oneself from a wall to get back into combat. ![]()
![]() Hey all! We have been graciously invited to this year's KumoriCon for the first time ever! While primarily an AnimeCon, there will be plenty of opportunities for PFS as well as the Adventure Card Guild play.
For more information on the convention, look here. Hope to see you there! ![]()
![]() I noticed Blood of Shadows was updated to correct the now illegal feat Drow Spirit, but does not contain the corrections John Compton mentioned in a posting here:
John Compton said wrote:
Was this done on purpose, since as it stands now with the update Half-Drow characters are legal for play which has been illegal for quite awhile now outside of this book. If now is the time John was wanting to introduce the options, cool, but I have a few players who have characters this will affect. ![]()
![]() Have you had any thoughts on putting bar codes or PIN numbers on the Iconic Heroes' special cards in the future allowing the cards to be of use in-game digitally? I know there are many apps that do something similar and might also increase sales of miniatures to those who otherwise wouldn't even buy them, possibly even getting more people interested in the rest of the PFRPG line that Paizo has.
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![]() From my two $100 Grab Bag sets:
spoiler:
Pathfinder
d20 System
Swords and Wizardry
System Neutral
I also ordered the $135 Out of Print Grab Bag, so that might have gotten mixed into the last list. I am still waiting on one more package from my order as well, and I'm not sure which is which yet, lol. I'm very happy so far to not get too many copies, though I ordered one $100 grab bag last year that is still packed away from a recent move that I haven't gone through and compared yet. ![]()
![]() FLite wrote:
The bolded portion of the FAQ seems to imply that John, or the next Campaign Coordinator, can make a PFSOP ruling allowing for such an overlap. This isn't a game changing archetype stack, simply one that doesn't really make sense to disallow. ![]()
![]() Well crap, I just saw this and it ruins my tiefling Order of Fiends/WotHL character that i have been playing off and on since the month before this post was made! I know Mike Brock commented, but his comment about only taking a quick glance at the two archetypes makes me hope that after a longer look we might get an official ruling that won't ban this combination of any Oath and WotHL. My opinion, biased as it may be, is that they are ok, as the "Oath" archetypes merely add to the Paladin's spell list, but don't actually change the base Paladin Spell list. WotHL just removes the spellcasting abilities, extra spells and all. I would prefer that this combo be ok, as while the Oath archetype for my character is really more about fluff than any mechanical benefits, it is nice to have the extra oomph the Oath gives me, even if it is only of situational use. I am sure there are others for whom their character's Oath is more crucial to their build. I really can't see any way that having this combo allowed would hurt PFSOP either. ![]()
![]() John Compton wrote:
That's odd, because I received the Serpent's Rise scenario already in my downloads. I wonder where the confusion happened? Regardless, re-sent my paizo.com email address to customer service. ![]()
![]() Steven Lau wrote:
To be fair, that was the first scenario I actually played with my paladin, and he doesn't gain a mount for his divine band. I think another player played his paladin just to keep the theme going. ;-) ![]()
![]() Thank you to everyone! I look forward to PFS growing in our area, and I hope to see some of the players from other areas come visit as well.
We have some good conventions ahead of us, especially with PAX South coming to our city next year. I hope to see some of you there! ![]()
![]() I know an honest GM may strike some as an oxymoron, but here I go. I was looking over my GM credits and noticed I had credit for running a table at GenCon Thursday morning. While I appreciate the generosity shown by the coordinators in giving me that credit, I really don't deserve it. I was scheduled to run a table that morning, but unfortunately players never showed up and my session was cancelled, as so many others were that morning. Who do I contact to fix this? ![]()
![]() I ran this last weekend, and had the players fall prey to three(!) of the cursed items. Spoiler:
The ring, belt, and stone. The players had no way of identifying magical items, thus when they found the stone, one player picked it up to ID later. Curse activated. The second one they found was the belt, and though they were suspicious one player still put it on. On finding the ring, they weren't trusting anymore items but the player with the stone out it on saying, "what's the worst that can happen?" She actually kind of enjoyed being forced to tell the truth. ;-) I had a player fall prey to the haunt's curse as well, when the barbarian in the lead, being the only one to make the perception check, hightailed it to the rear of the party and left the poor fighter to take the curse in the face. She had been rolling poor saves all day, even falling prey to the plague zombies earlier. When Amenopheus showed up, I allowed him to ID and use the remove curse scroll they found, and the fighter fought off the disease back in Eto with some help from the Warpriest in the party using the Heal skill. In the end though, the party seemed to have a good time overall, and much merriment was had with all the cursing going on. ;-) ![]()
![]() You still haven't addressed murder, torture, theft, etc. in PFS. They has the same moral objectives to them as slavery in the US. If you take out slavery and replace that word with murder, torture, prostitution, theft, etc, it still says the same. Why single out slavery, and not, say... Transgender prostitution? I know of one series that has a transgendered prostitute, who often times became the players most memorable NPC. Obviously by allowing it, Paizo is condoning prostitution by your reasoning. ![]()
![]() I could go own for quite awhile about scenarios that have morally objective missions in them for quite awhile, all the way back to Season 0. I can't recall people so upset over one small portion of society before (well, the tongue mission stirred up quite the hornet's nest as well now that I think on it). As The Beard mentions, almost every genre in existence has slavery, often with no one batting an eye at it's existence. I don't know many parents who refuse to allow their kids to watch Star Trek, so why would they here? ![]()
![]() N N 959 wrote:
But yet it's ok in PFS to rip out someone's tongue to keep him from talking? Would you walk away from a GM who allowed that faction mission to succeed? It is completely ok in society play to poison NPCs who act against your faction, presumably so that they will die; it's ok to destroy incriminating evidence for people who have outright broken the law; it's alright to own a Thieves Guild that breaks the laws (even in Good countries!), but you draw the line at Slavery? ![]()
![]() d20pfsrd wrote:
The problem is that it only mentions "arcane" spells being used. Not only does is it only useful for spontaneous arcane spell-casters, it specifically mentions that "Arcane spells that do not appear on the wearer’s class list are treated as one level higher for all purposes..." If divine spells were able to be used, how is the spell level of the spell affected? I had actually thought of using this for my sorcerer to gain the ability to cast CLW, but reading over it I was stopped by the specificity of arcane spells in the wording. Maybe I am over-thinking this, but it seems this item was created with bards in mind really, giving them access to more of the sorcerer/wizard spells. Or vice-versa for chatty sorcerers/wizards ;-) ![]()
![]() Just curious how we are supposed to rule/work with the Mysterious Cultist PrC in PFS, as well as the new Obediences, all from the new Chronicle of the Righteous. Specifically the Fervor ability that the Mystery Cultist receives, as RAW the terrible aura affects ALL creatures, which means that you are potentially frightening allies. Isn't this PvP, or do we just hand wave this in PFS to only affect enemy creatures? Hand waving this ability seems contrary to the nature of the ability though. May not be that big a deal, but I was just curious about this one, as for a Negative energy channeler/Oracle this is a VERY good ability. +4 sacred bonus to Charisma for higher spell DC's and more uses of channel is pretty nice. Also, as far as the Obediences, how do they work? As written, many of them seem to require a lot of GM oversight. Do GMs need to keep track on chronicle sheets to make sure people are spending/buying some gp amount to satisfy many of the Obediences, or is on player's? I noticed one in particular, the Obediance for Irez, that requires a "memory"-like game to be played with cards or harrow deck. For that one, do we just roll 2d6's and see if they come up a match, or do players need to bring 12 cards to games with them? The 2d6 rolls will be weighted heavily in favor of a mismatch, not sure how that would compare to the deck of cards without doing the math though. Don't know how often I will see these as a GM, but I would like to be prepared, just in case.
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