James Vacca's page

Organized Play Member. 18 posts (20 including aliases). No reviews. No lists. No wishlists. 2 Organized Play characters.


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It'd be great if Tier 3 GM's got a 1/4 room like GM volunteers at Origins do. I would go if that was an option. Maybe make a new Tier, Tier 4 GM's that get a badge, 1/4 room, the special boon and (maybe) the $10 per slot coupon. They have to judge 8 slots for that at Origins and I see only 6 slots here so maybe its not feasible at the moment. Something to think about for next time maybe?


@Bobson; for your first point I can see why a level would be necessary but your second point is moot. The way that emulate is being described is a binary function; you either succeed on the check and fake the class feature or you don't. The level of the class your faking never enters the equation. At least that's what I'm hearing.

@Zonto; this conversation stems from the Braid of a Hundred Masters from the Quest for Perfection series of mods. The Braid gives you a bonus to damage from flurry of blows attacks three times a day (among other things). What I'm postulating is the following:

Interpretation 1: I activate the Braid and roll a UMD of 30. That gives me an effective monk level of 10 so my faked flurry of blows is +8/+8/+3/+3 and then the Braid effect gets added to that (adding STR x1.5 in damage). Every hour, or every time I want to use this item I roll a check and depending on the check my faked monk level goes up or down and then I apply the Braid's effect.

Interpretation 2: I activate the Braid and roll a UMD of 30. This gives me an effective monk level of 10 but since I have no real monk levels I don't get to flurry. I've now activated the item by faking flurry but do I get to use the actual ability of the item? If so, how do I determine which of my attacks count as flurry attacks for the purposes of using the item? Do all of my attacks for 1 round (the duration of the effect) get the bonus damage? Why do I need to know what level of monk I'm faking?

Interpretation 3: The other abilities of the Braid are increasing fast movement and unarmed damage by 2 levels. If I, a non-monk, activate the Braid with a UMD of 30 (effective monk level 10) do I then now have fast movement and unarmed equivalent to a 12th lvl monk? Or do I just need to get the a UMD check of at least 23 which would be a 3rd level monk, the earliest they get fast movement?

The chart for UMD lists the emulate class feature DC as 20 but the text of the ability makes the reference to effective level of check - 20. I don't understand why I need an effective level if the intention of the emulate feature is just to fake a class feature at its most basic level. I don't care what level of monk I'm faking, just whether or not I can fake flurry or fast movement or unarmed damage. If, however, the intention is to fake a certain level of the class that grants the feature then I can see why the effective level entry is necessary but that would also imply that the tier of the class feature I am faking goes up as well.

I also understand that Interpretation 1 is really pretty broken and is most likely incorrect. I'm ok with that, but I'm trying to point out the inconsistencies and vagueness in the text.


I understand all this but it still doesn't answer the question about what the level reference is for. If the emulate class feature usage is just an on/off switch then there's no need to know what level you're faking of the class in question. You either succeed on the check and use the item or you don't and you don't. But if the check is supposed to let you fake a certain specific tier of the class feature then you would need the level reference. I'm not faking a class, I'm faking a class feature as if I were a class of level x.


I would agree on Jorda on this one; basically total up all your bonuses from all sources to skill x, do the same for skill y and then compare. Use the highest bonus.


Well, if the emulate usage is binary (either I get class feature or I don't) what's the point of saying I act as a class of level (check-20)? If I don't already have the class feature then emulate just let's me act like I do so the level I'm faking doesn't matter. My reading of the section you bolded is that emulate ability does not let you fake class feature outside of activating a magic item. I can't walk around emulating class features whenever I want just to get bonuses. But when I'm activating a magic item I can fake a class feature as if I were a class of level (check - 20). To use my example, I can't just turn on favored enemy at lvl 10 with that check unless I'm also using it to activate my magic item. That's my take on it anyway. Otherwise what's the point of faking a certain level of the class?


So a question regarding the emulate class feature use of use magic device; the text of the skill use says that you act as a member of the class whose feature your emulating at level equal to 20- skill check. So, if I emulate a class feature that increases with level (monk unarmed damage and AC bonuses, barbarian fast movement, druid wild shape usages, etc...) I will then fool the item into thinking I have the class feature of a class member of the level my check indicated. An example; I use an item that that improves on ranger favored enemy bonuses and get a UMD result of 30. So, for that activation of the item, I act as a 10th level ranger and use the item to get bonuses to the favored enemy ability of a 10th level ranger (+6 potentially and whatever the item gives me). Is that correct? How does this usage of UMD work with wondrous items? How often do you have to make the check? Others in our group put forth the reading that this use only gives you the class feature at its lowest level but then what does the thing about acting as a class member of level 20-check mean?


blahpers, I understand that it should be more difficult to dodge three attackers instead of one but my question is why do I have to make three separate checks instead of one check that is then applied to all three attackers.In most cases throughout the system, one check equals one discrete event/act so the act of tumbling through one square that is threatened by three guys should only require one check, not three.

2/5

I posted this over in the rules section of the board and the folks there suggested I also post here since my question deals with PFS.
Ok, so here's the first question. In PFS, if someone gets saddled with an affliction and wants to deal with it between mods with pp or gold by purchasing spellcasting services do caster level check rolls still need to be made? If so, who should roll them and how is the caster level for the spell in question determined? This came up in a recent mod where someone got mummy rot and wanted to get it removed with pp after the game. Since mummy rot needs remove curse and then remove disease he had two spend 2pp and then we had to deal with the caster level check question. My position is that if you are dealing with an affliction away from the table, between mods, there is no need to make the check. The conceit of spending pp or gold to purchasing spellcasting covers things like making sure you get the best caster for the job and that he/she does some prep-work to make sure they can get past whatever check is needed. I think its unfair to have to spend to resource without the sure knowledge that the affliction will go away especially in the 'between adventure' time which is always more of an abstraction than the 'at the table' time. However, our coordinator pointed out that there was no such rule in any official document so we went with a caster level of 12 cause we were in Absalom and the guy with mummy rot got some lucky rolls. Any thoughts here? Do I have a leg to stand on?

Second question, and I know this has appeared on the boards before but it bugs me every time it comes up in game, is about tumbling to avoid aoo's. As I understand it, if I start my turn with three guys adjacent to me and I'd like to move without provoking I need to make three acrobatics rolls. One against guy A vs CMD, one against guy B vs CMD +2, and one against guy C vs CMD +4. If, later on in my movement, I go past guy D I need to make another roll vs CMD +6. To me, this is silly. Why am I making three rolls for guys A, B, and C when tumbling away from them is one discrete act? Why not make one roll and apply it in the same way as before (guy A vs CMD, guy B vs CMD+2, etc...) and then only make another roll once I go past guy D vs CMD? Or why not make one roll against the highest CMD of guy A B and C at +4? Why do I have to make 4 rolls instead of 2? What is the point?


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Ok, so here's the first question. In PFS, if someone gets saddled with an affliction and wants to deal with it between mods with pp or gold by purchasing spellcasting services do caster level check rolls still need to be made? If so, who should roll them and how is the caster level for the spell in question determined? This came up in a recent mod where someone got mummy rot and wanted to get it removed with pp after the game. Since mummy rot needs remove curse and then remove disease he had two spend 2pp and then we had to deal with the caster level check question. My position is that if you are dealing with an affliction away from the table, between mods, there is no need to make the check. The conceit of spending pp or gold to purchasing spellcasting covers things like making sure you get the best caster for the job and that he/she does some prep-work to make sure they can get past whatever check is needed. I think its unfair to have to spend to resource without the sure knowledge that the affliction will go away especially in the 'between adventure' time which is always more of an abstraction than the 'at the table' time. However, our coordinator pointed out that there was no such rule in any official document so we went with a caster level of 12 cause we were in Absalom and the guy with mummy rot got some lucky rolls. Any thoughts here? Do I have a leg to stand on?

Second question, and I know this has appeared on the boards before but it bugs me every time it comes up in game, is about tumbling to avoid aoo's. As I understand it, if I start my turn with three guys adjacent to me and I'd like to move without provoking I need to make three acrobatics rolls. One against guy A vs CMD, one against guy B vs CMD +2, and one against guy C vs CMD +4. If, later on in my movement, I go past guy D I need to make another roll vs CMD +6. To me, this is silly. Why am I making three rolls for guys A, B, and C when tumbling away from them is one discrete act? Why not make one roll and apply it in the same way as before (guy A vs CMD, guy B vs CMD+2, etc...) and then only make another roll once I go past guy D vs CMD? Or why not make one roll against the highest CMD of guy A B and C at +4? Why do I have to make 4 rolls instead of 2? What is the point?


So what happens to a familiar when its master dies? I'm playing a witch in a home campaign and I ran afoul of some phase spiders. After a reincarnate spell, I'm back on my new feet but what happened to my familiar in that interim? Is he gone? dead? just a normal snake now? what?


It'd be nice to have some official clarification on what was intended here but I'm gratified to know that I'm not crazy. Its odd that this popped up though; first time I've seen this kind of mistake in a Pathfinder product.


1 person marked this as FAQ candidate.

So I know that you cannot mix archetypes if they both replace the same class feature. But what if one archetype replaces the same class feature within itself? In Ultimate Combat, the Unarmed Fighter's version of Weapon Training replaces regular Weapon Training 1, 2, 3 and 4. However, his Trick Throw replaces WT 2 and Eye Gouge replaces WT 3. That shouldn't be legal unless I'm misinterpreting the rules. I know it happens at least one other place within that book but I can't find it at the moment.


Thanks everyone! Love to debunk the rules lawyers at my group.

2/5

Joseph Caubo wrote:
Tenzebil wrote:
I love this p-class. I love the flavor, I love the mechanics, I love the Harrow Deck. Everything about this p-class is great. Why is not allowed for Society? What is the reasoning behind that decision? Is it to ensure that people won't have to purchase a Harrow Deck? Why not come up with a conversion table for a standard card or Tarot deck? or even a die roll table? I know just because I really like the p-class isn't the best reason to have it in Society play but I can't fathom the reasoning behind its exclusion. Any thoughts?
Look here for good discussion.

Ah thanks! I will direct my questions there.


Gah! Just finished playtesting a mod for submission and adamantine weapons were a huge problem. I had players hacking through walls, doors, floors everything to bypass all the clever puzzles, traps and challenges. What can I do? How have other writers dealt with this problem? Do I just have the structure be made out of walls of force or iron? There's gotta be a better way than that! Any help would be greatly appreciated.

2/5

Anyone know if Pathfinder events will be at Origins this year and if judges are needed?

2/5

Joshua J. Frost wrote:
If you start a new character using the PRPG Advanced Player's Guide classes, you can rebuild that character in August when the rules release. Beyond that, we don't offer a way for you to rebuild your character.

ahh crap; well thanks for the ruling on that one.

2/5

Hey all PFS fans; question for our illustrious leaders. I was taking a look at the Advanced Player's Guide playtest and I'd really like to play with the Alchemist. Is there any way to rework my character (keeping things like name, gear, gold, xp and prestige the same) to play that class? I'd even be ok with going back to what I have now after the playtest is over but I'm hoping that Pathfinder will do what Living Arcanis did and allow character redesigns when new materials became available. I looked at the new campaign guide but I didn't see anything about this so I thought I'd throw it out there on the boards. Thanks all