Rimon Fessel

KingOfAnything's page

RPG Superstar 8 Season Dedicated Voter, 9 Season Dedicated Voter. Pathfinder Starfinder Society Subscriber. ***** Venture-Agent, Nebraska—Omaha 3,514 posts (7,848 including aliases). 7 reviews. 1 list. 1 wishlist. 87 Organized Play characters. 18 aliases.


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Sovereign Court

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I wish Baranthet the best on his grand adventure!

Sovereign Court 4/5 5/5 *** Venture-Agent, Nebraska—Omaha

1 person marked this as a favorite.

So fancy. Faction symbols next?

Sovereign Court 4/5 5/5 *** Venture-Agent, Nebraska—Omaha

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Congratulations, Wally, on your fifth star! I hope to play again with you soon.

Sovereign Court

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An excellent story to lead into Quest for the Frozen Flame, with a good message. I'm looking forward to this AP

Sovereign Court

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You're getting dangerously close to some philosophizing there, BNW.

Your point might be made more clear with some specifics. It's a little hard to follow through all the vagaries, and liable to be interpreted in unproductive ways.

Sovereign Court

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I do like charisma for emphasizing the dealing with creatures/ pact aspect of the class identity. Diplomacy and Intimidate should be powerful tools in the thaumaturge's arsenal.

It also limits the class's Recall Knowledge dominance to monster weakness, rather than making a monster hunter just as knowledgeable about Arcane theory as a wizard.

Sovereign Court

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Aaron Shanks wrote:

Good morning. I woke up to feedback on my post. Thank you for it.

I did not mean to imply that we weren’t listening to people who unsubscribed. I apologize that it sounded that way. We are listening to to the whole community, and will continue do so, patron or not.

Thank you for clarifying, Aaron. Do you have any idea when we might see a post-GenCon update/statement?

Sovereign Court

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kayman wrote:


Sorry but i am not naive and i think you should not be too. In the context in which she cited the case of Saint German's painting, it is obvious that her aim was to create doubt about Erik Mona's intentions.

You are putting words into her mouth that just aren’t there. The thrust of her entire thread was that management acted indifferent to concerns people raised to them.

Sovereign Court

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kayman wrote:

I must ask again.

What is the end goal?

Make Paizo a better business.

Sovereign Court

Pathfinder Starfinder Society Subscriber

Tough choice between the ranger and the alchemist.

Sovereign Court 4/5 5/5 *** Venture-Agent, Nebraska—Omaha

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Race Dorsey wrote:
Plenty of GM's are opening their games to the playtest options. We didn't get the Secrets of Magic playtest sanctioned for Organized Play so GM Opt-In for Guns and Gears is already a great improvement. Let's keep this whole thing a positive experience so in the future we can continue to have GM Opt-In playtests rather than nothing at all.

Yes, let's go into this playtest respectful of everyone involved: players, GMs, class designers, and OP staff.

It is best to playtest with GMs and other players ready and eager to playtest with you.

Sovereign Court

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Please cancel my Starfinder Rulebook subscription and remove the Alien Archive 4 from Order 36292910.

Thank you

Sovereign Court

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Verzen wrote:

That is criticizing the implementation. Not the base system itself.

Let me explain the difference.

The implementation. Here's a bunch of evolution points. Go wild. Pick what you want. Oh you want 8 tentacles? Cool. You get 8 attacks.

THAT is the implementation

That is so boring in comparison to what we have in the playtest. I'd much rather have something to build on and make my own than a generic blob of evolution points.

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Pathfinder Starfinder Society Subscriber

Yeah, i think with a few cantrip hexes and pick-from-3 casting, the witch will be pretty great.

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Pathfinder Starfinder Society Subscriber

The curse design in no way encourages play that would result in the player being unable to participate.

Sovereign Court

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I don’t like pick-from-four as a prepared version of the sorcerer. It feels a little too much like designing to mechanics and not to a class concept. My first choice is pick-from-three, or arcane if limited to one list.

Sovereign Court

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Access to the Divine tradition would make a good class archetype for two witch.

Sovereign Court

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Arcane magic to me has a feel of a person taking control of their surroundings, whether through sheer will or understanding. Divine magic is a force channeled through the magic user. A witch has always seemed very much the former and not at all the latter.

Sovereign Court

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Cole Deschain wrote:
Putting aside the relative cost benefit analysis of curses versus what they give you... it just doesn't feel right.

Of all the things to adjust with the oracle, a least curse effect seems a pretty straightforward addition.

I'd prefer 1:1 curses, myself, but alternate curse options that are still tied strongly to the mystery playstyle would be neat to see in future publications.

Sovereign Court

Pathfinder Starfinder Society Subscriber

I like that the witch leaves a lot of choices open. Your first lesson is going to determine a lot about how the character plays, and I don't think an additional choice is necessary.

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Midnightoker wrote:

That's strange, I don't see any restrictions on the following spells, which are ONLY on the Occult List but not on the Arcane List:

- Bane***
- Bless***
- Protection***
- Object Reading (which literally ONLY comes on the Occult List)

Bane and Bless are specifically tagged as Mental, and Protection is uncommon. Please keep trying.

Sovereign Court

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Midnightoker wrote:
KingOfAnything wrote:
Monks use spiritual energy, and either Vital or Mental. Witches use either Mental or Material for their spells.

Witches can utilize every essence.

So that's not true.

They can utilize any essence. But, they also must include either Mental or Material.

Sovereign Court

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When witches and wizards study, they use intelligence. For wizards, their learning is academic. For witches, their learning is more intuitive, but still fundamentally based on knowledge and lessons.

When clerics study, they use wisdom. For clerics, perceiving, intuiting, understanding their gods is the purpose. Memorizing holy texts doesn't grant a cleric power, it is by understanding and connecting to the nature of their deity via those texts, and communing through prayer.

Those differences are highly related to the traditions of magic each can cast. I don't see divine spells as ones you can learn. And so the witch, as a class that learns their spells shouldn't have access to the divine tradition.

Sovereign Court

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Monks use spiritual energy, and either Vital or Mental. Witches use either Mental or Material for their spells.

Sovereign Court

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I think players/GMs should absolutely be able to make their own idea for patrons and what lessons are available. It shouldn't have to be homebrew to do that. Every witch should be able to decide on their patron for themselves.

Some suggested Patrons in a side bar sounds about right.

Sovereign Court

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Mechagamera wrote:
Player: They cast spells and have horrible curses that penalize your character! encourage specific playstyles!

This is the Advanced Player's Guide, after all. The fun part of oracle curses is coming up with tactics that maximize the beneficial effects while minimizing (but not eliminating) the drawbacks.

Curses have to feel bad so that players can feel good about overcoming the challenge. Otherwise, what's the point? Go play a sorcerer if you want easy mode.

Sovereign Court

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I see the witch as fundamentally an Arcane caster with the flexibility to push into Occult or Primal. I don’t think it makes sense to include Divine.

Sovereign Court

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I think a witch is fundamentally Arcane. That's what they were in PF1. But because their study is less restricted than wizards, they can end up learning more about the Mental essence and end up Occult (headology), or more about the Material essence and end up Primal (hedge witch). But being fundamentally Arcane casters, they can't set out to study the Vital or Spiritual essences that make up Divine magic.

That's how I see it, at least.

Sovereign Court

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I can definitively say that Harsk is very fine.

*chef's kiss*

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Pathfinder Starfinder Society Subscriber

Three characters I'm planning to build once I have Pathfinder Second Edition:

1. Alara, a feisty monk/sorcerer who applies the discipline she learned growing up in a monastery to the burgeoning magic she discovers within herself. I'm not sure whether her bloodline will end up in the Arcane or Occult discipline.

2. Lissa, my halfling Chosen One Paladin of Shelyn from first edition. I'd like to recreate her as a Redeemer of Shelyn. I'll try to get her a familiar again as well.

3. A dwarven wildshaping druid. I haven't explored wildshaping much in first edition and I want to see if it is more appealing now.

Sovereign Court 4/5 5/5 *** Venture-Agent, Nebraska—Omaha

Yup! I played Alase for AD1. I haven't played her much since, so I'd love to hear how she plays for you.

I hope something works out for you. (And anyone else interested in a full weekend of ACG play, hit up the PMs).

Sovereign Court 4/5 5/5 *** Venture-Agent, Nebraska—Omaha

Matsu Kurisu wrote:

Yes, the middle aged guy with#1 Shave haircut :-)

Really enjoyed the game play we got in
Were you there?

I played Radillo! I had a feathered cap one of the days.

Like many conventions, I remember the people at the table best by the characters they were playing. Who were you playing again?

Convention gaming is tough for card players. ACG stories and rewards are much more linear than RPG and it isn't as easy to drop in and out of games. The game is best with a dedicated group playing through together. If you want to do another PFSACG marathon together, I would help make it happen.

Conventions:
PretzCon - Omaha, NE Apr 12-14
PaizoCon! May 24-27
KantCon - Kansas City Jul 19-21
GenCon! Aug 1-4
NukeCon - Omaha, NE Oct 4-6

Sovereign Court 4/5 5/5 *** Venture-Agent, Nebraska—Omaha

Matsu Kurisu wrote:

Hi Guys

I had a great time playing PFAG AT paizoCon 2018 in Seattle and looking to be back this year
Are there any other good conventions with lots of PFACG play?
Looking to schedule my physical game fixes for this year
Recommendations appreciated

Were you part of the table that powered through three Adventure Decks of Faction's Favor?

Sovereign Court 4/5 5/5 *** Venture-Agent, Nebraska—Omaha

John Compton said as much last week.

John Compton wrote:

I've been informed that the December–April update (Pathfinder #125–129, Potions & Poisons, Disciples' Doctrine, Merchant's Manifest, and Inner Sea Taverns) that we've sent up is slated for completion by the end of the week.

The next update we're working on is for the May–July products (Pathfinder #130–132, Blood of the Ancients, Distant Realms, and Planar Adventures). We're partway through that process.

Sovereign Court

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I really like the art for the Whimsy phantom emotion focus. I'd like make a character around a whimsical child phantom.

Sovereign Court 4/5 5/5 *** Venture-Agent, Nebraska—Omaha

The survey for Part 2 is open on the Playtest homepage.

Sovereign Court

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Vorsk, Follower or Erastil wrote:
Personally would love the new Errata to be done in a different font color.

Is the bold not distinct enough?

Sovereign Court

Male Human Monarch 29

Dice!: 1d20 ⇒ 3

Sovereign Court

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Freder1ck wrote:
KingOfAnything wrote:
Freder1ck wrote:
Skill increase. I still haven't found the text for the limits of master and legendary.
That's under Skill Increases in your class advancement table.
Yes, that's where skill increases are listed. What I haven't found is where it says you can't increase a skill to master until 7th level. Or legendary until 15th...

Yes, it says all that under Skill Increases. Are you not seeing the second paragraph, or do you not think it answers your question?

Classes wrote:

Skill Increases

At 3rd level and every 2 levels thereafter, most classes grant a skill increase, though rogues gain them earlier and more often. Your character can use this skill increase to either become trained in one skill in which she’s untrained or become an expert in one skill in which she’s already trained.

If you are at least 7th level, you can use this increase to become a master in a signature skill in which you’re already an expert. If you are at least 15th level, you can use this increase to become legendary in a signature skill in which you’re already a master.

Sovereign Court

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Freder1ck wrote:
Skill increase. I still haven't found the text for the limits of master and legendary.

That's under Skill Increases in your class advancement table.

I used the index to find the Interact and Drop actions.

Sovereign Court

Pathfinder Starfinder Society Subscriber
kaid wrote:
For the halfling knapsack it looks like the action listed to use its features is an operate action for the bag and the cookware. It does appear that in reading it again the tarts are just an interaction action which seems fine so useful for those but just seems weird to burn a daily limited resource for a pure RP cookware ability. Sure its neat and very halfling but does that really warrant using up a resource or the book keeping involved in that???

The tarts require an Operate Activation to eat, so 1 RP per 2d8 + 4 points of healing.

Sovereign Court

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shroudb wrote:
Matthew Downie wrote:
shroudb wrote:
I thought that anytools were standard equip for all parties.
Anytools? How much Resonance do they cost?
considering the alternative is 2 RP per tool that i'll need a day either way (taking it out of the bag of holding and putting it back in) I'll take the 1 per tool of the anytools:P

That's fine if you are the only person who needs a tool, but the same 2 RP can equip an entire party in necessary gear rather than require all four party members to spend 1 RP on their any tool. The bag of holding is twice as RP efficient.

Sovereign Court

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I'm pretty sure we climbed down and then up the other side when I played.

Sovereign Court

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Shade325 wrote:
In the case of the ooze should I have called for initiative but left the ooze as unseen? If you call for initiative and the PCs go before the creature that is unseen doesn't that just tell them to make a bunch of Seek checks until they find it?

Initiative is determined by Stealth and Perception checks. If the PC's Perception checks are higher than the ooze's Stealth check, they've seen it and can react first. If the ooze is Stealthy enough, it gets to go first instead.

This works out about the same as the PF1 practice of allowing PCs a perception check to act in the surprise round of an ambush.

Sovereign Court

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shroudb wrote:
KingOfAnything wrote:
I think I kind of like the bag of holding. The use of resonance does make players think about what they want to store in it and why. I imagine I would fill one with a variety of tools and situational kits to make sure my party always has an item bonus for relevant situations. 1 RP is not a high cost to give the whole party a bonus to Climb the frozen waterfall.
I thought that anytools were standard equip for all parties. Just us?

Yeah, anytools can't replace climber's kits or disguise kits. And for what they can replace, an anytool requires 1 RP per party member, while a bag of holding requires 2 RP for the whole party.

Sovereign Court

Pathfinder Starfinder Society Subscriber

I think I kind of like the bag of holding. The use of resonance does make players think about what they want to store in it and why. I imagine I would fill one with a variety of tools and situational kits to make sure my party always has an item bonus for relevant situations. 1 RP is not a high cost to give the whole party a bonus to Climb the frozen waterfall.

Sovereign Court

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Klladdy wrote:

Is there any structured or planned way that Paizo will be addressing things that come up over the course of the play test? At what point will Paizo give people an idea of the kinds of changes that are in the works regarding issues that people bring up.

It would be helpful to have a better idea of what has been "heard" by Paizo and what is just an opinion by members of the community. It would help us move past known issues to things that still need testing. Are things like that going to addressed together (all Alchemist things, all Paladin things, etc.), all at once, or periodically?

Check out the Playtest FAQ.

Looks like the plan is to have regular discussions streamed on the Twitch channel and archived on YouTube.

Sovereign Court

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Kerobelis wrote:
Stephen Radney-MacFarland wrote:
Both are correct, but the second is more correct. What the first section is missing is "if you succeeded and rolled a 20 on the die" If a 20 would not normally succeed for you, which is extremely rare and usually outside the typical benchmarks of encounter or challenge design, but you roll a 20 on the die, it would be a success rather than a critical success.
Third attacks (with the -10 penalty) will often require more than a 20 roll. So in this case when a natural 20 is rolled, it is a hit and not a critical hit?

Yes. Continuing on page 292:

Quote:
If your enemy is far more powerful than you or a task beyond your abilities, you might roll a natural 20 and still get a result lower than the DC. In this case, you succeed instead of critically succeed or fail.

Sovereign Court

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Asuet wrote:
You can use double slice in combination with hunt target. Turn 1 you use hunt target. Turn 2 you attack and then double slice. That way you have 3 attacks with minimal penalties.

Yeah, combining Hunt Target and Double Slice is pretty potent. Is it better to attack once, then double strike at -3 or make two attacks at full BAB and then one at -6, though?

Sovereign Court

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Ghilteras wrote:

Some of you are suggesting that challenges change, even the manual say so at p.336

Quote:
For instance, when the PCs’ level is relatively low, they might be faced with climbing a stone wall with handholds, but later in the campaign they should encounter tougher obstacles, like a smooth iron wall.
So according to this for low level players players climbing my wall is hard DC20, but it magically becomes harder DC40 for high level characters because the campaign must scale so it's like the wall would become smoother, less climbable the moment a high level character approaches.

That paragraph is not suggesting the wall itself changes. It is saying that high level characters are more likely to storm the iron-walled fortress than the crumbling stone castle.

A high level character approaching the crumbling stone wall just won't consider it much of a challenge.

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