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Joshua O'Connor-Rose's page

Goblin Squad Member. Pathfinder Adventure Path Subscriber. ** Pathfinder Society GM. 41 posts (75 including aliases). 1 review. No lists. 1 wishlist. 19 Organized Play characters. 3 aliases.


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Hey Part 7 GM link links to Part 6 Red Flags, thought this is the best place to put this

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Yup that's right all the playtest adventures, bringing pregens or make your own.

Still 5 spots for Dan's Con Oct 5-7
http://coldiron.roseocon.net/index.php

2 spots for Gamehole Nov 8-11
https://www.gameholecon.com

Chill, talk, and enjoy a relaxed single event.

Once we have a grove going our schedule belongs to us.

look forward to seeing you.

J

. . . what does a Animal Totem Wolf Sweeping Bite attack look like?

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A 9th level character can start with a 8th, 7th, 6th and 2 5th and 250 GP.

I have a fighter, he want's a greatsword that's magical and possibly has a property or two.

By Raw if I have a +2 Potency Rune that has Wounding That's just one 8th level item (and is automatically and Expert level quality blade)

So I would I be using my 6th level item slot on the wounding property rune or not?

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Fabian Benavente wrote:
Joshua O'Connor-Rose wrote:
I just pulled down the turns pbp docs I may have a better idea of character after I give that a glance, over lunch and commute.

Read the through the stuff and get back to me with ideas.

Questions?

Game on!

So my thought after skimming most of the start and the last 5 turns is a desperate man from redstone looking for answers.

How's Kellog an Honorable Glaive who Defends the Meek sound.

Somewhat gullible but personable oaf of a man who is investigating the terrors on behalf of his cousins troubles.

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I just pulled down the turns pbp docs I may have a better idea of character after I give that a glance, over lunch and commute.

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Fabian Benavente wrote:
Joshua O'Connor-Rose wrote:
I am interested in joining if there is space

Yes, my sweet spot for players is five so yes, there still is room for one more player.

I'll ask my typical questions...

Are you familiar with the setting and/or rules?

Yes Ran Beale a couple of times as a demo, played in a not great version of The Strange. My son runs a NTYE game.

Fabian Benavente wrote:
Have you given any thought to what type of PC you want to play?

I like interaction in the front line but I did that (Strong Vector that Fights with Two Weapons (professional wrestler)) in the strange game (we never got past tier one after months of play though).

So parallel to that experience I guess
Strong Glaive who Masters Weaponry

Glancing at the first post I could otherwise play a face type
Charming Nano who Works Miracles

Fabian Benavente wrote:


Did you get a chance to read through some of the turn recaps and posts from players?

Not yet can do that today (wanted to give you something)

Fabian Benavente wrote:


I'll probably try to make you 'appear' as soon as possible so you can start playing as soon as you are ready.

Any questions?

Game on!

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I am interested in joining if there is space

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JoelF847 wrote:
This was a decent class, but I felt that the sacred weapon and sacred armor abilities were too similar to paladin sacred bond (and one of the paladin archetypes that did the same thing for armor.) For a class that's a mix of cleric and fighter, it feels out of place, especially when paladin already is a type of mix of cleric and fighter. I'd replace those with the fighter's weapon and armor training, which would go a long way to making this a more martial character who has decent divine spellcasting as well.

Has no one brought up the fact that the Sacred Armor and Sacred Weapon are better BY FAR than the Paladins Divine Bond. (Also the fact that they get Weapon Focus for free when a paladin doesn't and the paladin also doesn't get armor unless he takes a Archetype).

The ability to spread the minutes over a day is functionally multitudes times better than minutes a few times per day.

(If the paladin misfires on the standard action to activate the Bond in a possible encounter the ability is wasted. I can not begin to describe the number of times this happens in play.)

This ability effectively nerfs the effectiveness of playing a paladin over playing a warpriest (or a magus or whatever other archetype or class spread minutes over a day on blessing a weapon).

The minutes divided over time is clearly a standard for design on all classes after paladin and I've asked some judges to rule that that's how the power works for paladins which have been mostly fair in home games. The danger is organized play where it's RAW or you are cheating.

This emerges from the biggest problem I have with Pathfinder splat books. While they did make the base classes better than 3.5 everything new that they come out with makes the base classes weep in envy.

More PF creep/ridiculousness only brings out my rage over the game more.

-it all started when the Gunslinger killed the dragon. . . nope Zen Archer . . . that was it and that was apg

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Limited choices are good, closed access to specific limited classes and items are good.

Say no first. Make common PrC's and Items available through More Resources, but rare restricted and broken items accessible via play or judging.

Never say yes and then say no (Gorillas w/ Bastard Swords ring any bells) that will loose you players.

Players will cope, make a lot of noise, true, but they will not turn away from the game.

Granting access via Chronicles is a good thing. Watch what happens to play numbers see if it goes up or goes down (I would be surprised if your play numbers didn't still go up).

I will echo that you may want strong hints as to which direction pc's who read the mod description may want to take, b/c it's great when your pc does the exact right thing and sucks when you are like me and discover that the mod series or award would have been great for character X.

It makes play matter, story matter and probably choices matter.

Deflect criticism by being confident that the system you choose works.

PS:
There was a goblin pc boon at GenCon! . . . I'm sad.

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Ran Shackled City All the way Through to the end (5 years)
I'm running
Council of Thieves currently in part 5 of 6 (nearly done)
Savage Tides (Only 3 more of 12 to go)
My Wife previously ran Age of Worms which only got to 12th level before we stopped. (I played in this)

We play alternating weeks from roughly 7:30 to 10pm.

So one battle currently in Savage Tides takes roughly 3-5 sessions (unless the PC's utterly devastate the encounter)

I would like to play in a campaign again but the opportunity to play Pathfinder doesn't come up as much.

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Congrats Dick!!!

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"Could you have finally screwed the pooch?"

- Powers - The Definitive Hardcover Collection - Volume I by Brian Michael Bendis and Michael Avon Oeming

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same picture different guy

From additional resources

Pathfinder Campaign Setting: Rival Guide
Equipment: blackfingers paste, all poisons on page 53;

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Just one
Mort 12th level Male 1/2 Orc Abyssal Sorcerer
Transmutation Specialist
Osirian Faction Took Roughly 2 years but I played hard because I liked the concept a lot.
Didn't Die But did turn to stone once and badly diseased.

Waiting for Eyes of Ten to be able to turn into a Dragon (finally!)

-Joshua

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+2 DRaino wrote:


Later that day, I got a chance to play Sewer Dragons of Absalom as Tyson. I don't know if I am allowed to tell the faction missions even with spoiler tags, so I won't, but needless to say it was a pretty terrible thing to do.

---Snip---

I get it that the Sczarni are pretty nasty folk, but this mission was just bad for table dynamics. In the future, can we please get faction missions that don't have such a high risk of tearing a table apart?

I also had to pass on the mission (though my character isn't particularly good), mostly because there was a lot of role playing choices going on and that the goal could be accomplished without combat. And after the goal was achieved the judge and a couple of players pushed us past the opportunity before I could accomplish the mission. It was a tough one.

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A thought for the Additional Resources Page.
Have the name of the Resource link to the product page, it seems I have to hoop jump a bit. And you can tap into the compulsiveness of gamers who say "I need this book"

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HP fix to rangers unless rangers no longer get D10?

I'm adding that the url to the faq has faqs instead and leads to a dead link. Let me know if this isn't the right place to post this
working link
http://paizo.com/pathfinderSociety/faq
link in document
paizo.com/pathfinderSociety/faqs

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Alorha wrote:

Anyone else have thoughts?

Clearly only Mark and Hyrum can give the correct answer, but rampant speculation is always a good time.

I've been playing a shapeshifting Sorcerer for roughly a year and a half.

It is my perspective that because the spell is legal anything from an official Pathfinder product would be legal. This includes Bestiary 2. (I limit my choices only to Bestiary and Bestiary 2)

It is the restrictions on the spell that must be followed, and sets the balance of the spell. (Read the Polymorph sub-school carefully though, the limitations are quite severe.)

Maybe this discussion will prompt a restriction or even a specific list. My Sorcerer is close to retirement though, and I can say I've had a lot of fun with it. (Be sure to get a Holy Amulet of Mighty fists when you start to get frustrated w/ DR.)

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EDWARD DEANGELIS wrote:
So does anyone know if the Monkey grip feat transferred over to pathfinder, and if so what source book it would be in and if it is legal?

Nope no monkey grip (it's a mere -2 for one size category higher), however fighting w/ a large weapon is legal in society and there are feats and traits to compensate, esp if you are a human fighter and may have inherited the weapon from your Giant Hunter Grandfather and had a copy of the Adventurer's Armory and took a particular trait. [trait would be the ever so controversial Heirloom Weapon the feat would be Weapon Focus human could give you another feat for something exotic and at second level don't forget to take a level in cleric of Erastil for plant domain and enlarge as a swift for Huge weapon damage]

Num: Smells like a Tasty Cheddar

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Convention Settings a regular mod typically takes 5 hours with a bit a breathing room (though not much and usually an optional encounter is dropped)

We've been running home games in six hour sessions, there's room to breathe and then some. We include optional encounters, role playing, recaps, and history, noting how things tie together.

It's mostly a matter of style.

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I didn't know anything about Windy City Pathfinder Society but I'll host too in NW Chicago.

Josh there is also http://games.groups.yahoo.com/group/ChiPathfinderDB/

And there's Chicagoland Games on Broadway and Bryn Mawr (Right near the Red Line L stop) where you can find a game Every Monday evening.

-Joshua (like Josh but with an oooh and an ahhh at the end)

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So played a game with Holy Amulet of Mighty Fists, solved a number of issues.

Below is the Build and it seems that it isn't impossible to be melee.

For those who address the blast spells issues, note the characters charisma started at 14 and goes up when I advance an ability score. DC's against saves aren't great.

Half Orc Abyssal Sorcerer
Base Stats
Str 18 - 10 (+2 for level 9 abyssal sorcerer)
Dex 12 - 2
Con 16 - 5
Int 8 - -2
Wis 10 - 0
Cha 16 - 5 (+2 for level gain)
Equip Cloak of Resist +1, Ring of Protection + 1, Rose Quartz Ioun Stone in Wayfinder, 3 lesser Extend, 1 Extend, Holy Amulet of Mighty fists, 1500 gp in Diamond Dust

AC 13 17 w/ Mage Armor - 21 w/ Shield

BAB +5 CMB +13 CMD 25 (B+4,Str+6,Dex+1,Def+1,RQ+2,+10)

Enhanced Stats Belt of Strength + 4
Str 22, Dex 12, Con, 16, Int 8, Wis 10, Cha 16

+1 Great Axe +11 attack / 1d12 + 10 damage
or 2 Claws (+1) +11 attack/ 1d6 + 7 damage (6 rounds per day)

Feats
Eschew Materials (B)
Weapon Focus Great Axe
Weapon Focus Claw
Power Attack (B)
Silent Spell
Toughness
Step Up

The "full load"
Beginning of the day around 8 am or so
I cast 10 hour duration
1st Mage Armor
2nd False Life, Defending Bone

Approaching encounter area (any thought that an encounter will happen)

1st Shield
2nd Mirror Image, See Invis
3rd Fly, Heroism
4th Stone Skin
5th Beast Shape III Dire Tiger, Aurumvorax, or Dienichus

Each Extended to last 20 minutes

1 7 1|1/1/1
2 7 2|2/2/1 -> See Invis on last
3 7 0|2/2/2
4 5 0|2/1/1
5 3 0|1

4 rods of Extend 3 minor one regular
12 charges of extend (3 off regular the rest off minor) / the last transform not extended/ Stoneskin lasts 10 mins per level 90 mins may also not be extended

Spell Effects
+8 to AC, Immune to Magic Missiles All AC modifiers apply to touch of incorporal because they are force effects
DR 5/Bludgeoning (45 hitpoints) DR 10/Adamantine (90 hit points)
1d10 + 9 Temporary Hit Points
1d4 + 3 images created
See Invis, Fly 60ft, +2 Morale Bonus on Attacks Saves and Skills

Favored Forms
3 BS I -
Deinonychus (Loaded)
Speed 60 ft. Senses low-light vision
Str 24, Dex 12, Con, 16, Int 8, Wis 10, Cha 16
CMB +14 CMD 26 (B+5,Str+8,Dex+1,Def+1,RQ+2,+10)
(Counting Heroism) +2 on attacks, saves and skill checks
Melee 2 talons +14 (1d8+7), bite +14 (1d6+7), foreclaws +10 (1d4+3)
Power 2 talons +12 (1d8+11), bite +12 (1d6+11), foreclaws +8 (1d4+5)
AC: 23 Loaded

4 BS II -
Deinonychus Same as above but add (Pounce, Scent)
or
Dire Tiger (Pounce, Scent) Large
Speed 40 ft. Senses low-light vision, scent
Str 26, Dex 10, Con, 16, Int 8, Wis 10, Cha 16
CMB +18|+22 Grab (B+4,S+8,E+1,RQ+2,H+2,S+1) CMD 26 (B+4,Str+8,Dex+0,Def+1,RQ+2,+10,S+1)
Melee 2 claws +15 (2d4+8 plus grab), bite +14 (2d6+8 plus grab)
Power 2 claws +13 (2d4+12 plus grab), bite +12 (2d6+12 plus grab)
AC: 23 Loaded
Space 10 ft.; Reach 5 ft.
Special Attacks: pounce, [rake (2 claws +15, 2d4+8)]

5 BS III -
Aurumvorax

This last was tested today and the little bastard did very well.

-Joshua

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I posted in haste:
Amulet of Mighty Fists - Holy = 20,000 gp and is reachable around 10th level. Manages to bypass most bad guy DR and when it doesn't it pulls off 2d6 extra damage to help get through.

Will take me to Form of the Dragon and maybe Eldritch Claws

Thanks for your comments.

-Joshua

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The Short:
At 9th level I've hit a wall, pretty literally and that is called DR.

The long:

Intrigued by the Abyssal Sorcerer Bloodline (Power attack is a bonus feat!?) and wanting to really get the Polymorph Subschool down rules wise I decided to make a character for PFS that would actually cast the Polymorph spells. Because a few of us looked at the changes to Polymorph and thought, why would a wizard or a sorcerer ever cast these spells.

Sort of a creature touched by chaos who doesn't know his Identity ever.

So I built Mort, a half orc Abyssal sorcerer and waited it out till 6th level to actually get beast shape. I was surprised that by 4th I was starting to have fun, enlarged and extended carried it to the next mark. Fun kicked into high gear at 6th when I could actually turn into a dinosaur with Beast Shape I.

Then it seemed that was the peak, sure grabbing as a Dire Tiger was fun but no Rake and squeezing added more complications to balance that fun factor. Suddenly I ran into DR as early as 7th level.

This disadvantage can't seem to be compensated with spells, magic items nor feats (even power attack barely get's through the DR of most demons and devils I'm coming up against but if I'm lucky I'll only land one attack per round), without some considerable cost, (Amulet of Mighty Fists is cost prohibitive, Versatile Weapon must be cast when you are in Beast Form making it a high level spell). It's a bit frustrating when the guy playing the monk puts on his cold iron brass knuckles and laughs at my story.

There's a pile of complications (pile of suck as a friend said) around such a build that it looses the "fun factor" of playing such a character.

The character build is so focused on making Polymorph effective that contributions to role-playing and investigation outside of combat are limited (I have a skill it's intimidate)

Here are my best solutions:
Versatile Weapon does work but casting it in beast form causes it to take up a 5th level slot (silent and still are both required) and it can be cast on a claw or a bite, asking an ally to use a wand is the best and shortest solution I can think of but at best I get a bite or claw out of the deal. Eldritch Claws will happen once I have the BAB of 6 and that would take care of half of it but at that point it would be this And that.

I'm playing it out and I may actually agree that nothing can be done that doesn't offer a complete power gamer a way to come up with a more broken concept, except maybe something like "Shifters Gloves"

I like polymorph, I wish it were a viable spell choice for a gamey player but all in all even my love may see me take a break from it for a while.

Also unfortunately, PFS retirement is exactly at the time a Sorcerer's ability Polymorph Diverges from the Druids ability to Wild Shape.

Thanks for Reading

I can post the Mort Build if anyone is interested. It isn't entirely ineffective, it's just for what it's built to do, hasn't gotten to the I can't wait part.

-Joshua

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Brother Elias wrote:
Rule zero is that the GM has the final say on the rules. That's a given. A player can either accept the GM's ruling, or walk away from the table. After two and a half years of playing in Pathfinder Society, I'm standing up and walking away. . .

I feel your pain. I know it sucks when rules changes take away from the complete fun factor of a character build. I had the same thing happen when bladed scarves changed from a weapon you can reach with into two handed short swords (without the crit range) that you can trip with.

That was my fun factor, and now the character is less fun, and I play with that character much less and get annoyed by rules changes more when I play him. (BTW by rules change I may mean clarification or alteration or something else that comes from on high that changes the way that we play the game, so lets not get nit picky.)

I actually feel that you are right to be put off by the change.

But consider what you actually get out of the game. I've been considering what really is the difference between tabletop and online gaming for a good long time and there's more to it than the rules or the combats or the system. It's the ability to share the experience with others that you can relate to, that understand the rules and the passion for gaming. I think that your group of Judges and Players would be compassionate and help you work with your build so that they can still enjoy your company at the table.

The real difference between Pathfinder and 4th is that Pathfinder is a bit more of a thinking game, it has lots of crunch and ways to do neat things in interesting ways. I feel that the community is a bit stronger as well and more close knit. Since the let down I've created other fun characters that currently work within the boundaries of the rules . . . for now. If the character is defunned I'll vent to my friends at the table talk about how stupid it is and maybe feel better.

Give it some time, you have contributed a great deal to the community.

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I'm with Galnörag though I would take my argument a bit farther.

Ok . . . while I was a fan of Haunts I sort of Lost my enthusiasm for them when a certain Barbarian ate a party member and our party and didn't quite have the resources/skills or general knowledge to deal with the haunt. The GM was crafty and between him and the pc's saying this has something to do with ghosts so I'm poking the raging cannibal barbarian w/ my wand of cure light wounds and hoping I don't roll a 1 on my Use magic device.

Without a full time expert on religion (a rare thing even with a cleric in the party) countering haunts is nearly impossible and deadly for a party. It also thoroughly frustrates my rogue, because Haunts are essentially traps that rogues can't deal with, and they seem increasingly common. Rogues being treasure finders, experts in dealing with dangers of dungeons and forgotten places and skilled in being able to detect sense and deactivate hazards in a dungeon. In fact here's a quote from the core rule book "Most, however, excel in overcoming hindrances of all types, from unlocking doors and disarming traps to outwitting magical hazards and
conning dull-witted opponents."

If they continue to be common in Pathfinder and in Pathfinder Society I think it would be reasonable to include knowledge (religion) as a class skill for rogues or rogue tricks should be created that aid in a rogues ability to overcome hindrances of all types which in my mind includes Haunts.

If this has already been discussed please point me at a thread.

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Prestige Classes

Story Time:

A fella at a con was hollering at me when I was complaining about the nerf on bladed scarf (reach went away, crit range went away, so it turned into something less than a short sword that I can trip with. What makes it exotic, it's the only melee weapon you can finesse and trip with that you can also take AOO with and doesn't provoke when you attack. (so if you are looking to do exactly that it's great, otherwise get a whip (scorpion) or a flail)), oh . . . and it's a scarf so it's easy to hide.

Wait but I could take improved unarmed strike and do that and I don't have to hide . . . Oh . . . right . . .
It's exotic because 1. It's a scarf (how cool is that!!) and 2. You can drop it if you fail to trip and they trip you back.
. . . ehem getting off topic.

He said (pointing at me with his 19-20x3 crit Falchata (Keened so it was 17-20/x3) that he was criting me with because he was charmed.) that the designers intended for exotic weapons to be weaker than regular weapons. . . I'm pretty sure he was wrong (See Ripsaw Glaive Gnomes of Golarion).

But later (after I calmed down) I remember them saying that about Prestige Classes.

Pay careful attention to class abilities you no longer get or the classes required to become that PrC. Master Chymist looses discovery in the latest update, Hell Knight's while seems great for Paladin's powers run off of Wisdom and has no spell progression making it unattractive for clerics (which became a dump stat for Paladin's in Pathfinder), Lion's Blade needs to be Bard and Rogue and possibly Fighter (which is a long trip) then sneak attack progression is much slower (Bye bye damage out).

Pathfinder prestige classes (with some notable exceptions- hello Living Monolith) are mostly role playing choices. They no longer hold the power level they had in 3 or 3.5.

If you want to play a PrC in Pathfinder Society get there as soon as you can and stay there. Only 12 levels makes it tight for those choices to pay off.

The power gamer in me is stay with the class your started with for maximum payoff.

Also if you are coming in new from 3.5 reread rules you think you know. You don't want a rug pulled out from under you (Cleave, Power Attack, Dispel Magic)

While that is all I have to offer in that I haven't run up against an "oh that's too bad for my concept." (Except out of the blue rules changes which happen from time to time (see spoiler above)) I do want to address the sneak attack issue.

Dire Mongoose wrote:


- Past the low levels, enemies that are subject to sneak attack, and to a slightly lesser degree critical hits, will be the exception. Ditto enemies subject to mind-affecting spells.

- There's a lot going on in the plot for elves; other races will probably feel like second-class citizens.

Are these fictional examples?

I haven't had the same issue as your re: Sneak attack (SA). In pathfinder virtually everything is subject to SA.
Exception are very specific: elementals and elemental subtypes, Oozes and incorporeal creatures. By the time it comes up to attacking more of the latter type you probably have enough cash and PA to purchase a +2 weapon of your choice and that would be Ghost Touch (especially if you rely on SA for your damage out.)

I also haven't seen the Elf issue you bring up at all.

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Russ Taylor wrote:
Just FYI - can't download anything from my downloads page, and the folks who just tried it on the unofficial chat room can't download from their pages either.

+1 and I'm running the game this eve.

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Friend canceled and we managed to play part I with locals recently.

Thurs Morning 8am
part I 3 tickets

Saturday 1 ticket each to
8am Part II
1pm Part III
7pm Part IV

Interested folks can reply to post or email me at whiffle_bat (at) yahoo

Let me know

-Joshua O

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DM_Blake wrote:
We can argue that the cleric might be distracted (say, he's fighting in combat, or reading a book, or whatever), in which case the DC gets a +5 (bringing it up to 5). Although, the OP suggested the cleric knew the rogue was there and was looking for him, so it seems distraction is not a factor. There might even be a +2 penalty for low light, though at such short range, maybe not (for example, moonlight would be yes, but candlelight would be no).

I think your posts are great but you continually point out that combat is not distracting. To this I disagree greatly, the mere idea of being threatened by an opponent means that that opponent is drawing the attention of the observer. And though via RAW it doesn't explicitly say that combat is distracting the whole idea of Flanking is based on the idea that the person in combat can not devote his attention to both opponents at the same time (thus allowing for a person observed to gain the benefit of targeting a vital area).

All opportunity attack actions are also based on the idea that you can not divert your attention away from your attacker without taking a risk.

So unless there is no one adjacent to the observer I would think that distraction should be greatly considered.

. . . it was just gnawing at me. Otherwise I think you are on the nose.

Rogues got a minor bump, as a melee rogue I'm not bothered too much by these rulings, fitting myself into flank w/ reach is making it work (greater risk true but tons more satisfying). However for a sniper to make it work seems as arbitrary as ruling illusions. . . or just be happy with a single d6 damage till 8th level or so, (when rings of invis or greater invis is avaliable). Maybe they will get a bump in Advanced Players Guide.

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Joshua J. Frost wrote:

That's already assumed when you use the word "bonus" before "feat." :-)

They just get it.

Bam I'm jumping on this one because I'm playing an Abyssal Sorcerer. Is this true for the Sorcerer feats (Augmented Summoning) as well, someone can point me in the right direction otherwise.

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Pathfinder New Years
NW Chicago is seeking players/Judges for NY game days on 1st, 2nd, 3rd
Look in events and contact me off list

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I also have a Beta Playtest group going on alt Thursdays in the City. This is round robin but we have a few judges that have stepped up for up to level 8ish (We are 3rd currently).

If CTA Bus works for you you can contact me offlist at whiffle_bat (at) yahoo (dot) com

-Joshua O'Connor-Rose
-All is Good

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I just wanted to add my comments on Power attack as well

Power Attack though not quite as nerfed as cleave still has some use as it's not conditional, but when used up to 4th or 5th level you are making a commitment that you weren't before (losing all you BAB that helps you hit in the first place). So while not useful at lower levels much more useful at higher levels.

I understand limiting power attack to Strength Bonus, that keeps fighters from being gross but actually limiting the commitment to the most it should be? I guess this simplifies the game true, but it prevents some ability for fighters to make some choice on what they do from time to time.

Compared to the choices that the other class makes during combat and the simplification of the combat system with CMB there's just too much going into the simplification bucket and I don't feel that power attack needs it.

-Joshua O'Connor-Rose
-all is good

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Yup I was adding a new but wanted to comment on both Power attack and Cleave. So here's what I wrote about Cleave.

We started a Beta Playtest just after GenCon

We continue to comment on the amount of depowering Fighter Feats that has gone on in the Pathfinder rules that makes the fighter less attractive a class to play than a wizard (My new character after the fighter bit it in Hangmans Noose).

Cleave is a full round action and now is more situational than before. The secondary must be adjacent to the primary. This feat also becomes useless at higher levels when hasted I can get the same effect and choose an opponent I can reach then make follow ups with iterative, this benefit is gained upon reaching 6th level making the window of usefulness a tiny window.

Great Cleave is so conditionally limited (I must be surrounded by my opponents or there must be 3 lined up together) that there is no real point taking it making having cleave at all.

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Pathfinder Adventure Path Subscriber

I can likely cast enlightenment on this.

I believe that the actual Blackmoor setting is licensed to Zeitgeist games via a Wizards of the Coast agreement. Since the setting belongs to Wizards via purchase of TSR

If Zietgeist didn't go 4th ed it may have likely lost the license

Such as it is.

At least there is still Golarian.

Sovereign Court

Pathfinder Adventure Path Subscriber

yup

Sovereign Court

Pathfinder Adventure Path Subscriber

Are Previously published Pathfinder specific weapons allowed?
Starknife, Scarves etc?

Sovereign Court

Pathfinder Adventure Path Subscriber

So just finished reading it (narrating to relatives to give them a feel) and noticed that (unless I completely missed it) Deities and Domains aren't listed.

I've seen a number of the Pathfinder Gods mentioned. Typical Pathfinder deities then? (Either from prior pathfinder players guides or current pathfinder Alpha)

-Joshua O'Connor-Rose
-All is Good
(Waffling strongly between Taldoran Dandy and Andorian Freedom Fighter)

Sovereign Court

Pathfinder Adventure Path Subscriber

Is this for PFS specific. Can anyone come or is this invite only.

Sovereign Court

Pathfinder Adventure Path Subscriber

I haven't yet seen Starknives in the Alpha Rules (in fact Desna's favored weapon is listed as a kukri) and I was wondering if they may at some point become avaliable.

That and would Harrow also become available in the campaign.

-Joshua