Green Dragon

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Organized Play Member. 27 posts. No reviews. No lists. No wishlists. 3 Organized Play characters.


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Hi,
the above Order is still "pending", apparently since January 2017. Is there something i need to do to get my books ?
Regards,
Daniel


Hi,

I would like to cancel my Player Companion Subscription after January 2017, so after the "Healer's Handbook" which I still want to receive.

Somewhat unrelated, today I received "The Whisper Out of Time", but I have never ordered it. I am not sure what I am supposed to do with this Book now. Should I send it back ?

Kind Regards
Kijika


Hi, could you please cancel my Adventure Path Subscription. With Giantslayer complete, i've got enough Adventures to last me quite a while.


Awesome, many thanks.


Hi,
I've had Order #3393398 in the Mail today, but instead of the Familiar Folio it contained the Iron Gods Poster Map Folio.

Is there a way to send back the Map Folio and receive the familiar Folio ? If that's not possible i would understand (since i live in Germany).

Thanks
Daniel


Hi,
i just had to block my Creditcard that i use for payments (since my wallet was stolen). I don't know if that will cause problems with the payment for my current order, since i think the payment already went through.
As soon as i get a replacment card, i will of course use that information for further payments.
Please let me know if there is anything else i need to do regarding the payment of my current order, or if the payment went through before i had to block the card.


That's a very nice cake. But to really confirm if the cake is a lie or not, I would need a piece of that cake :P


Kvantum wrote:
List of Stuff in the book

So there are no new Hexes in the Book ?

The Calistria worhshipping witch in my group was hoping for some goodies.


So I've got a witch in one of my groups who is interested in the major hex "animal skin", but I'm not 100% sure how it works exactly.

For example, what is the duration of the hex ? Is it 1 min/level like the spell it's based upon (beast shape II), or is it as long as the witch wears the skin of the animal ?

If it is just 1 min/level, what prevents the witch from just "rehexing" it as soon as it ends ? Or are the animal skins consumed during the activation of the hex ? (which would be .. bad, because it would force a witch with that hex to carry around more animal skins, than a furtrader)

Any insight or input would be much appreciated.


Jason Bulmahn wrote:

So, question for the crowd concerning Sacred Weapon and crits...

A. All sacred weapons have a standard crit range and multiplier (19-20/x2 or maybe 20/x3)?

B. Whenever a sacred weapon scores a crit, all of the additional damage is based off the original weapon damage?

C. It works as is (weapon damage scales, crit stats are drawn from the weapon, which means some will crit more often, but only for x2, others rarely but for x3)

So....

1. Which is easiest to use?
2. Which is the most balanced?
3. Which is the most fun?

Jason Bulmahn
Lead Designer

A. is boring, and also not really balanced. Instead of choosing weapons with high crit ratings, optimizers will simply choose weapons with other special qualities (Disarm, Trip, Reach, etc.). To truly balance the sacred weapons you would need to remove these specials as well ... and then whats the point in choosing different weapons at all.

B. is probably the most balanced, but also the most difficult solution to use.

C. is easiest to use and for me the most fun as well. Sure not all weapons will be perfectly balanced, but I don't think they will be so unbalanced to each other that we should force all sacred weapons into the same bland damage/crit-mold.

So my vote goes clearly to C, but I could live with B.


far_wanderer wrote:
Jason Bulmahn wrote:

Its not really something I can crowd-source. Basing it off druid just does not feel right, despite the fact that it is a reasonable fit for the theme. I am still mulling it over, weighing options.

Jason Bulmahn
Lead Designer

The spell list is actually my favorite thing about the Shaman, and I would strongly recommend against changing it.

Druid is a class that has a lot of baggage - special abilities that you have to take that aren't necessarily related to each other. Having the Druid spell list available on an additional class that doesn't have that baggage fills a very large niche in my character design options.

That's exactly how I feel too. I really like the Druid-spelllist an I think It not only fits the shaman thematically, it also closes a gap in my Character choices. Until now If I wanted to play a nature themed caster, I also had to be a shape-shifting freak who babbles incoherently about some natural balance (aka a Druid). And that just doesn't fit every nature-themed character (or NPC) that I would want to build.

I also think the current idea of giving the shaman the druidspellist + some extra spells to deal with spirits is ingenious. Not only does it cover most of the things a shaman should be able to do, it also avoids having to create a unique shamanspellist. He currently has a spellist that can can use existing books and supplements and will keep on growing. A custom shamanlist would not have any golarionspecific spells and would have to be remembered whenever new spells were added.

That being said, the class still needs some work regarding spirits and hexes. Some Hexes are just plain bad (for example Fearful Gaze and Speak with animals), and the greater spirit ability of the Lifespirit is ... underwhelming.


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RJGrady wrote:
If folks want a bone-nose druid, I think that would be better accomplished by creating druid archetypes than trying to shoehorn the shaman concept into a dedicated nature-caster.

And I could say the same about a "bone-nosed cleric" being much better as an clericarchtype than trying to make the shaman into one. But such buzz phrases don't really help a discussion.

Its clear that this is a very emotional Topic, with different people having different views what a shaman "should" be. And I don't exclude myself there. That's why I still think a choice at first level when you pick your spirit between druid and cleric list would be the best solution.

While a custom list could solve a lot of the different expectations of what a shaman should be able to do, I think it's not a practical idea. We have tons of spells in different books and likely will keep getting lots of more spells in the future. Picking a Spellist from all the existing spells would require immense effort from the Devs, and each future spell would have to be checked if it would fit the shaman. Much easier and smoother to just give the shaman one if the other lists to choose from. That way he won't run the risk of not getting interesting new spells in the future.


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For me one of the reasons I would prefer the druid-spelllist over the cleric-spelllist is the fact that a shaman with cleric spells just feels ... boring. Its just an prepared oracle without a curse, or an cleric archetype or something like that. And as such I see little reason to play a shaman.

But give it the druidspelllist and the shaman "feels" much more like I envision it. Calling on the forces of nature, command the animals of the wild. That's my kind of shaman.

Lastly giving the shaman the clericspelllist means we would than have three fullcasters using the same spelllist. But If you want the druidspells ... your stuck with druid.


Cuàn wrote:

I'm more and more thinking there should be an irreversible choice at level one determining your skill list. Both options would have associated spirits but I don't think it should limit the selection of your main spirit, could affect Wandering Spirit though. Spirits in parenthesis are from mysteries released after the APG. I left out Dark Tapestry, Outer Rifts and Spellscar because I don't think they fit.

Option 1: You venerate the spirits of your ancestors. Get access to the Cleric spell list.
Associated Spirits: Battle, Bone, Life, Lore (Ancestor, Juju, Metal, Occult, Time)

Option 2: You venerate the spirits of nature. Get access to the Druid spell list.
Associated Spirits: Flame, Heavens, Life, Nature, Stone, Waves, Wind (Lunar, Time, Winter, Wood)
...

I really like this idea. While I think the Druid-Spelllist fits the Shaman better ( or at least fits the shaman I personally envision better), I can understand why some would prefer the cleric list.

Another possibility would be to grant the Shaman access to some of the Spirit-relevant cleric Spells (Protection from whatever, spiritual Ally, ect.) by giving these spells to one of his spirits. Ancestors would be a good fit, since an Ancestor Spirit is missing from the class anyway.


Just a quick question:
Does the Juju Oracle's "Ensnare the Soul" revelation grant you "charm person" and "dominate person" as spells known ? Or does it only allow you to learn them at all, since they are not on the oracle spell list ?


Just a quick comment, as far as I know the cabalist still uses INT as a casting Stat and not CHA. At least nothing in the Cabalist archtype mentions changing the casting Stat.
So your build with INT 5 wouldn't be able to cast any spells.


I`m not sure If posting this here is correct, but I didn't have any better Idea where to post this. Last weekend I lost a USB stick with PDF copies of some of my recent Downloads. If i recall correctly, It contained PDFs of "Faiths & Philosophies", "Pathfinder Society Primer", "Quests and Campaigns" and "Dungeoneers Handbook".

Since I didn't lose it at a Convention or in a Game Store, I actually consider it highly unlikely that the PDFs will end up in the Internet somewhere. Still I think its better to notify Paizo of this Loss now, rather than later trying to explain how one of my watermarked PDFs ended up online if it somehow does happen.

Regards,
Daniel


wraithstrike wrote:
I will also add that there is no +20 "for trying to find the exact location".

Well the reason we thought that would apply was that in the SRD there is that Passage under Invisibility

PFSRD wrote:
A creature can generally notice the presence of an active invisible creature within 30 feet with a DC 20 Perception check. The observer gains a hunch that “something's there” but can't see it or target it accurately with an attack. It's practically impossible (+20 DC) to pinpoint an invisible creature's location with a Perception check.

So Im still a bit unsure if this +20 is added to the Stealth check or not. I would assume it Is, but that would mean invisible attackers (that move away after striking) are really hard to locate without special countermeasures (Glitterdust, See Invisibility, ect.)


During our latest game we had some trouble figuring out the correct DCs for detecting a rouge under a "Greater Invisibility".

If the Rouge is already standing next to a monster, uses a full attack action and then takes a 5ft. Step, is it possible for him to make a stealth-check to be harder to find ?

Or is the DC a flat DC 20 as in the Spell Description ? For Moving an being in Combat.
+20 Invisible
+20 Trying to find exact location
-20 in combat

And if the Rogue just full-attacks an doesn't move (and so doesn't use a stealth check) is the DC than 40 ?
+20 Invisible
+20 Trying to find exact location
+20 Not Moving
-20 in combat

Thanks for any clarifications in this matter.


Umbranus wrote:


Add to that the problem that this system leads to high charisma = more XP gain. Why: With a high cha you start at a higher relationship score and it's easier for you to increase that score. Raising the score nets XP. With that we're back in early D&D where rogues got XP for gaining treasure.

Except that isn't true. It has been clarified, by James Jacobs if I remember correctly, that the XP gain isn't for a single character but for the whole group.

So the only effect a high Charisma character has, is that the group as a whole will gain more XP.


3 people marked this as FAQ candidate.

Just a quick question regarding the "Blood Money" Spell. Does it work with Spells that have a casting time longer than 1 round, like 'Glyph of Warding" or "Symbol of Healing" ?

The reason I ask is this line from the Spell: "Material components created by blood money transform back into blood at the end of the round if they have not been used as a material component".

Is the Material compononent considerd used If I start the casting or at the end of the Spell ?


While I'd agree that more pregen encounters would be nice to have (and certainly make my life easer as a GM), what I would really like to see is some more cursed Items.

Idealy not with curses that kill the characters using them, but rather something thats still a bit useful, but with a dark twist. Examples of what I mean would be the "Ring of bureaucratic wizardy (still granting you the extra spells, but forcing you to fill out paperwork that magically appears in your hand whenever you try to cast a spell) or the "Runestone of Answers" (with a 50% chance to give good Advice, but forcing a Will save with constantly increasing DC to not ask the runestone for Advice before every action).

Put me down for the Witches Class Act please.


Knight Magenta wrote:
pipedreamsam wrote:

Got the 3rd level spells

3rd-Level Witch Spells

Cackling Skull** - 2 stars solely because the innovative will undoubtedly find some genius use for this, but I just don't see it.

I know I am a bit late to the party, But I gotta disagree with you pipedreamsam. The duration on the skull is Permanent. Set the trigger to when the skull is dropped. Now you can drop it at the start of combat (a free action) and make every enemy shaken. This lowers their saves.

You can stockpile 50 of the little buggers and have them for every encounter. Its like a quickened spell that does not take up a spell slot. I'd rate it 3 or 4 stars.

The Problem would be that you (and your Party) are affected by your own cackling Skull. The Spell text says: "All creatures that can hear the cackles must save or become shaken for 1d4 rounds."


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After some Discussion we decided to call our Ship "Fool's Tax".


I've got a related question:
Can a incorporeal create "submerge" itself in the floor, pass under the feet of the party's frontliners and "resurface" next to the squishy arcane casters ?

I assume it's possible, but Im not quite sure.


We have just finished the first Book, and the current Party is:

Akenaten - Suli Time Oracle from Osirion and a follower of Nethys as well as an aspiring Pathfinder (N-G)
Pandu - An Aasimar Monk (Zen-Archer) from Vudrani. Also the current owner of Tempest (L-N)
Samira - An cynical elven Witch whose Patron is the Demon Lord Aldinach. A fact the Rest of the Party hasn't realized yet. (C-N)
Sardok - Half-Orc Alchemist (Chirurgeon) from Katapesh, whose Bombs are the bane of Pugwampis everywhere (N)
Thork - A dwarfen Barbarian whose Motivation is a) killing Gnolls und b) getting rich (N)


Our Group is just starting Book 2, so the Nation isn't that big yet.

Nation: Realm of the Sylvan Dales
Nation Alignment: N-G
State Religion: None (although Gyronna and Lamashtu worship is forbidden)
Capital City: Boarsholme (also the only city yet)
Motto: nil desperandum

The next city is planned to be at Oleg's former trading post, but they first want to improve their capitol a bit.