Markov Spiked Chain's page

*** Pathfinder Society GM. 1,510 posts. No reviews. No lists. 1 wishlist. 3 Organized Play characters.


RSS

1 to 50 of 1,510 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Grand Lodge

1 person marked this as a favorite.
Quote:
There will not be a case where a familiar is a better choice to scout than a character. The only case where you actually want to use a familiar as a scout is when you don't have another option.

Are we mixing up terms, or mixing up the Exploration action part of the discussion?

Scout during Exploration mode doesn't use a skill at all, so a familiar would be just as good a Scout as anyone else. Assuming other PCs have at least some other reasonable Encounter mode action, the familiar would *always* be the choice for Scout.

If Familiars could Scout during Exploration, they would be freeing up/replacing a PC.

Grand Lodge

I'll be playing in PFS, so level 10 is a long ways off. Master Monster Hunter (possibly with Assurance (Nature)?) does look like it helps a lot. Maybe I'll hold off until 10 (or I've played a lot more PF2) and retrain into it then.

Grand Lodge

Is there a strong way to build for and use the Ranger 1 Monster Hunter feat? I like the idea of getting more out of my Hunt Prey actions in combat. But I'm having trouble feeling like it's worth investing in.

Has anyone tried Monster Hunter and had good luck with it? Do you think it's worth investing in any Lore or other mainline skills to back it up? Are there some skill feats that might make it cooler?

Grand Lodge 3/5

Quote:
getting the Achievement Points chart online

Is the chart online somewhere? I don't see anything in recent blogs or on the organized play site?

Grand Lodge

Am I reading the Animal Companion rules correctly, and an Animal Companion can't use the attack bonus from Magic Fang because it's an item bonus? Was this intentional?

Grand Lodge

Animal Companion wrote:
When you Hunt Prey, your animal companion gains the action’s benefits and your hunter’s edge benefit if you have one.
Ranger: Hunter's Edge: Precision wrote:
The first time you hit your hunted prey in a round, you also deal 1d8 additional precision damage.

Your Animal companion's first hit per round is tracked separately from your first hit, right? Meaning Precision can trigger twice if you and your companion both hit the Prey.

Grand Lodge 3/5

Is there any equivalent for PFS 2E of the "only one familiar, companion creature, etc" rule? I'm thinking I may try a Familiar+Animal Companion build if they're legal.

Grand Lodge

I'm expecting to see a lot of Laborers, Field Medics, and Farm Hands. But maybe there's a gem in the background skill feats I'm missing.

Grand Lodge

Is this the right thread to submit more errata? Like the Field Medic background giving the non-existent "Battle Medic" skill feat.

Grand Lodge

I've been playing PF1 for years, and retrained class levels and feats a bunch. But I've been avoiding adding archetypes, because I'm not even sure how to read the rule.

The rule: wrote:
To gain an archetype that replaces standard class abilities you already have, you must spend 5 days for every alternate class feature you would add, subtract, or replace by taking that archetype.

I want to take the "Red Tongue" archetype on my Skald. It has 5 alternate class features: Great Orator, Seed of Discord, Rile, Rogue Talents, and Duplicitous Rhetoric. It replaces Bardic Knowledge, modifies Raging Song, and modifies the level 1 Versatile Performance, and replaces the other Versatile Performances.

How long does it take a level 14 Skald to retrain into this archetype?

I think it's just 5 days times 5 Alternate class features. All the modified/removes features are Standard Class features. But you'd never remove or replace an Alternate Feature, only add them. So I'm not sure what the actual intent is.

What do you think?

Grand Lodge

2 people marked this as a favorite.

I normally love Bards and buff/support classes. But I'm really having trouble getting excited about the PF2 Bard. I thought they'd make some of the Inspire Courage class feats (Input Heroics and Lingering Performance) less clunky, but it doesn't look like the changed anything from the playtest.

Is there something awesome I'm missing that makes spending an action every round for a non scaling +1/+1 really compelling? Or worth spending feats on to make it into a random bonus that costs Focus? Is there some other gem in the Bard's abilities?

Grand Lodge 3/5

Is anyone who's going to GenCon interested in trading their GM Rebuild Boon (or some older rebuild boon) for a PF2 Core Rulebook (assuming they're fully stocked at the con)? If most folks are starting up on PF2, I'd still like to re-build a few of my beloved PFS1 characters.

Grand Lodge 3/5

Will these be valid for use at Gencon? I may sign up for a few more games with these replays burning a hole in my pocket. :)

Also, will the existing GM recharge boon be fillable/usable every year going forward? Or is the Season 10 one I've got filled out the last recharge I'll have of my "real" GM stars?

Grand Lodge 3/5

It doesn't seem like there are any scheduled Scenarios from previous seasons. Are there going to be any drop-in games or any older scenarios?

Grand Lodge 3/5

I finally hit 12 on the character I applied these GM credits to. I'm still not clear on the rules for selecting Boons as a GM.

Can I sell the Elixir in part 1 for an extra 6500 gp, but still take the Protege Boon from Part III?

Grand Lodge 3/5

I'm looking for as many "Traveler in an Unstable Timeline" as I can get.
If you've got other tradable replay boons, that would be cool too.

I've got:
Vanaran
Inheritor of Ghol Gan (Grippli after checking boxes)
Merfolk
Pathfinder's Apprentice
Spirit of the Shadow Lodge
Moment of Glory
Extra Hours x2
Arcane Ammo
Alchemical Efficiency
Loci Spirit
Fighting Off Corruption(Ghoul)
Brutal Reputation
Mendevian Weapon Training
Hypnotic Therapy

Grand Lodge 3/5

S R, I assume your'e referring to This FAQ? Your answers don't match the FAQ.

Familiars don't start with *any* base slots, they have to use Extra Item Slot feats to use any slot based items:

FAQ wrote:
By default, familiars do not have any magic item slots, but they can unlock magic item slots associated with their respective body shape. See below for a list of which body slots each familiar is eligible to unlock. To unlock a magic item slot, a familiar must take the Extra Item Slot feat...

Familiars don't start with Neck and Armor slots for free, that's a rule for Animal Companions:

FAQ wrote:
An animal companion has access to the armor and neck magic item slots automatically, as long as its body shape is eligible for these slots.

Grand Lodge 3/5

If you haven't played Rasping Rebirth, SHOO.:

Soo, what kind of plans do people have for their new demi-gods?
Does anyone have any cool plans for a new character worshipping their old friend?

Does anyone else want to ask for the Boon to be modified to allow other players to worship you if they have a copy of your character's boon?

I'm trying to brainstorm an interesting follow-up character. Given my Rasping character (a Pharsman Fateful Channel Life Shaman based around re-rollls) I'm thinking of a Warpriest/Involutionist Shaman. But the actual domains from worshipping aren't that central in a build like this. I can't think of a particularly cool build that really highlights the worship of a weird Ex-Pathfinder deity.

Grand Lodge 3/5

7 people marked this as a favorite.

Another round of kicking the can down the road.

John, I don't think you realize how big a deal this is for Paizo, the company certainly is not acting like you think it's important. I've already canceled my subscriptions because of this. At this point, I'm giving up on buying any Paizo product except scenarios I'm needed to run. In particular, Pathfinder 2 is a non-starter to me until I see some acknowledgement of the problem here and a commitment to addressing it.

Grand Lodge 3/5

1 person marked this as a favorite.

I've been playing an Undine Sensei (+Ki Mystic and Qinggong) Monk that's been a ton of fun. Unfortunately, he was already level 11 when I played 9-24, so I didn't get to play him.

He's a low Strength Grappler (which wouldn't be limited underwater, and coud be neat for drowning air-breathers) :
Improved Grapple, Snapping Turtle Style, Snapping Turtle Clutch, Greater Grapple.

Grappling possibly too effective, I try my best to only engage when attacked, or when I think someone could be in trouble.

I took Wisdom in the Flesh trait to get Wisdom on Swim checks instead of Str.

Blazing Rondo is a super effective Bardic Masterpiece, one of the only ones worth a feat. Throwing out a giant AoE Haste as a move action is super effective.

Level 1 sucks, because you haven't got Wisdom to hit yet.
Sensei isn't that cool until level 6, so definitely stick with Monk until then.
Level 7 Gives you Bardic Performance as a Move action.
At level 8, you can take one level of Cleric (I took Sacred Attendant) for Ki Channel. Ki Channel can give you a ton of Ki points, especially with a Phylactery.
I retrained back to full Monk at 10th level, since the level 10 Sensei power is crazy good (1 Ki Point gives your whole party a Ki power. For example, +4 Dodge to AC.)

Get a Ring of Ki Mastery as soon as you can, so that you can hand out re-rolls cheap from Ki Mystic.

I took True Strike, then Barkskin, then Gaseous Form for my Qinggong powers. Sticking with Wholeness of Body is probably fine as well. Giving True Strike to other people is very Sensei-y. Giving True Strike to your entire party is fun, if not overwhelmingly effective. Handing out +4 Natural Armor to the group for 100 minutes is great (and gets nonsensical when you're handing out +4 Dodge on top of that in many rounds.)

You can double down on Ki Channel if you want by taking the Aquatic trait for Undine and the Aquatic domain. You'll get a second set of channels. I found I didn't need that many Ki points, so I never actually did this. Also buy a bunch of Tea of Transference to get extra cheap Ki for emergencies.

Feel free to PM me if you have more questions.

Grand Lodge 3/5

3 people marked this as a favorite.

Extremely seconded/thirded. And I don't really care which sub-team of the Paizo is responsible.

I bought Potions and Poisons in December, and still can't use it. Let along the other pile of dead books since then.

Grand Lodge 3/5

If they just leave us hanging on the books we've bought since January, I'm going to be very wary about buying anything else. I'm already extremely frustrated at the handling of additional resources this year (and overall, honestly.)

Grand Lodge

These skill checks also seem like a recipe for annoying gameplay, by adding another roll and GM DC check to the Bard's turn. And by having the Inspire Courage bonus change from round to round.

I'd really rather they gave Inspire Courage a Heightened (3) and Heightened (5) bonus increase.

Grand Lodge

Paladin Loyal Warhorse power wrote:
"Finally, you can make a Retributive Strike against anyone who hits your mount with a Strike, even if the attack was not a critical hit."

Does this part of the power make sense to anyone? Is this a weird leftover from an earlier draft?

Grand Lodge

1 person marked this as a favorite.

I don't think it's fair to count the Bard's Muse feat against the Sorcerer, since it can't be used for Multiclass feats, and is more like the first level bloodline power. The second level class feat is also a little suspect since the only real choice is to Multiclass or take the only feat you qualify for.

It would be really nice if the 6th and 10th level bloodline powers were just turned into class feats, to give Sorcerers some build options.

Grand Lodge

I'll just throw in here that Triple Time could use a line about using it as a Exploration Tactic. Or Exploration tactics should have a different tactic for single-action spells like Compositions. I'm having a hard time trying to figure out a good use for it, unless you happen into the sweet spot where your enemies are 40' (or 80') away and you can save two allies actions.

Grand Lodge

1 person marked this as a favorite.

Occult Evolution looks significantly better than Esoteric Scholar:
- You get a free trained skill.
- You don't have to pay for and drag around a spellbook.
- You can nab any Occult spell you want (even though the Bard ponied up cash, you're still more flexible.)
- You can pick your spell during the adventuring day in a minute, rather than during your Daily Preparations.

Sorcerer is dramatically more flexible here.

Grand Lodge

3 people marked this as a favorite.

I'm concerned about some of the Compositions as well. Specifically, the skill checks for Inspire Heroics and Lingering Performance. Rolling skill checks every round to figure out basic things like what your attack bonus looks like it will slow things down dramatically. Having wildly varying bonuses to allies looks frustrating to track for everyone. I'm honestly not sure how someone who's played with PF1 bards could think having their bonuses change round to round would be anything other than annoying. Finally, spending Spell Point on buff abilities only to have them fizzle ~50% or more of the time looks completely un-fun.

Grand Lodge 3/5

1 person marked this as a favorite.

With all this content, is there any chance of a timeline on Additional Resources update?
I've got purchases from Jan I still can't use.

Grand Lodge

Oops, sorry about the double-post. I thought Kvetchus' response was from the original thread, and edit/delete have timed out now. :(

Kvetchus, that seems like a plausible reading, even if I disagree with it. But is tehre any basis in the rules for it? Telepathy is typically described as "mind reading", which would be the *exact opposite* of way you've described (can only read minds, not send messages.) I don't think either version of "one way only" communication is supported by the rules but without any official information, the ability is basically unusable in SFS since rulings can wary wildly.

Grand Lodge

Has there been some official clarification of this that I've missed? This came up in a PFS session last week.

It's extremely frustrating that a year in, there's still no clarification on basic things like "is limited telepathy two way communication?"

Grand Lodge

This came up again in a PFS session tonight. It's really frustrating that a year in, there aren't even clear rulings on things like whether telepathy is two way, or requires line of sight.

Please clarify this, it's a core part of how the world works.

Grand Lodge 3/5

2 people marked this as FAQ candidate.

What's the duration of Bat Shape in PFS?

The Bast Shape feat for Skinwalkers and the Fox Shape feat for Kitsune both have similar wording and similarly ambiguous durations. I'd been assuming the Bat Shape lasts until you shift back, but realized last session that that wasn't explicit.

Fox Shape has an explicit Campaign Clarification:
"5—A kitsune who takes the Fox Shape feat can remain in fox form indefinitely."

Bat Shape only has clarification that you use Flying Fox stats.

Since it's ambiguous, I'm going to continue assuming it works like Fox Shape and lasts as long as you want to stay in bat form. But I'd like more opinions (and ideally an updated CC ;).)

Grand Lodge 3/5

It's sometimes hard to tell what's intentionally left out of Additional Resources. Are all the Traits in Black Market intentionally banned?

I'd really like to use Gesture Expertise for a mute character I'm starting up.

Grand Lodge

For your first Rage power at lower levels, Lesser Spirit Totem is a nice boost to overall party damage. Later on, you can retrain it to Strength Surge, which starts off weak but scales well. I swapped to at 6th when I got Savage Dirty Trick. Letting all your allies Blind+Stagger, with a +6 to their CMB, goes a long way. At 9th, Unexpected Strike lets them Blind+Stagger when an enemy comes adjacent. Then I took Flesh Wound at 12th for damage mitigation.

Lesser Celestial Totem looks solid if it's legal for you.

I wouldn't worry about rage cycling until 7th level, when you can do it as a Move. But then it's solid. Rage Cycle+Attack w/Unexpected Strike is usually better than a Full Attack for you, as well as granting your allies piles and piles of AoOs.

Grand Lodge

Seems like there's consensus. It's a crazy effective way to clear Curses, Diseases, ongoing effects that don't prevent swift actions (and to a lesser extent poisons.)

Grand Lodge

You need Skill Focus (Knowledge (Any)) to get Eldritch Heritage, right?

Grand Lodge 3/5

1 person marked this as a favorite.

Has there been any clarification on the costs of transfering Weapon Fusions in SFS?

Basically, I'm looking at getting a Item Level 4 Spellthrower Fusion on a weapon. Is buying an IL1 Fusion first (120cr) then transfering it to my level 4 weapon (340) the cheapest, legal way to do that, or has something dealt with this rules issue?

Grand Lodge 3/5

Something like:
Leaving the Scarab Sages faction is similar to leaving a faction when it retires:
* This change costs no Prestige Points.
* You keep any benefits earned on your Scarab Sage's Faction Journal Cards, but after changing factions, you are no longer able to fulfill new goals.
* You keep any Scarab Sage-specific boons earned on Chronicle sheets.
* You retain any Scarab Sages faction trait.
* You keep access to any purchased Scarab Sage-specific vanities.
* You can perform this change whenever you would like, but cannot return to the Scarab Sage faction once you've done so.

As things currently stand, even though changing from Scarab Sages costs 0 prestige, you'd have to follow the rules at the bottom of the first column of page 28, and lose all Scarab Sage prestige awards.

Grand Lodge

Have we ever gotten any clarification on this ability?

My Sacramental Alchemist would really like to be able to liberate people from diseases and curses. But the wording on this could have been a lot clearer.

Grand Lodge

Ah, I totally missed that "clarification"/re-write. That'll require a bigger re-think.

Grand Lodge

I'm really confused. Do you not think the attribute modifiers are part of the racial traits the eidolon gets (a human wouldn't get +2 to any attribute, for example)? If so, your reading is so far from mine (and so far from your own reading earlier in the thread) that I can't really reconcile them.

Grand Lodge

Thanks, that link clarifies the claws. Still confused on how size changes are supposed to work.

Grand Lodge

@Chess Presumably +2 Dex, +2 Int, -2 Str, 20' move as well?
I'm not sure what you mean by "normal size for the eidolon"? It sounds upthread like you thought it would be small size because of the racial trait, without any of the small size modifiers from the Eidolon rules?

Being specific, I think the stats would end up like this:
Str 14 Dex 14 Con 13 Int 9 Wis 10 Cha 11 20' move, +1 Size Mod

Are you saying I'd have a hulking Medium size Ratfolk with no racial modifiers?
Str 16 Dex 12 Con 13 Int 7 Wis 10 Cha 11 30' Move

Or that I'd need to take a Small Eidolon and get the racial mods?
Str 10 Dex 16 Con 11 Int 9 Wis 10 Cha 11 20'Move, +1 Size Mod (+2 Size Mod? Racial trait and regular size mod?)

Grand Lodge

@LeMoineNoir there's nothing in the Biped Base Form that indicates its two claw attacks are from an Evolution? It sounds like you think they shouldn't have even listed the attacks for the Base Form, since they're always overridden by a Subtype?

Grand Lodge

Necro-ing this to see if opinions have changed, I'm thinking of playing a Ratfolk Ancestor Summoner, and would really like to understand how Small size is supposed to work.

Also, Biped form lists 2 Claws as Natural attacks. Is there any reason to think the Ancestor Eidolon loses these?

Grand Lodge 3/5

Thanks Joe. We should probably add the canonical sages as placeholders too?

Grand Lodge 3/5

Can we get a similar clarification for people using their free change faction option?
The latest Blog post I know of says we're not retiring Scarab Sages, but everyone gets a free faction change. It seems pretty clear we should still follow the faction retriment rules on Page 28 of the guide, but it would be better if it was explicit.

Thank you for the retraining clarifications. Is there *any* chance we can add PFS specific rulings for starting Traits and Favored Class?
"You can retrain both starting feats in 5 days."
"You may change which class you selected as your favored class with 5 days of retraining."
I've got a couple of characters that have started multiclassing and enjoyed the new class more than their original, and couple of others that would really like to change traits.

Grand Lodge 3/5

Spoiler:
Name: Santiago
Alignment: Lawful Good
Race: Undine
Class: Monk (Sensei, Ki Mystic, Qiggong) 10

Description: Santiago is a wizened, blue veined old man with a healthy white beard wearing threadbare old robes. He has an extremely critical eye, but those who can bear his criticism see its value after the fact. He's mellowed some after becoming a sage, but still doesn't suffer fools lightly.

Question:
Can we get a little guidance on gem selection? Is there only one sage of each type? I was hoping for Pearl, but it looks like someone nabbed that.

Maybe Coral or Amber Sage for Santiago then.

Grand Lodge 3/5

Is "New Day, New Choices" in normal con boon/regioan support rotation now? I'd really to to get a couple.

I've got Vanaran and Grippli race boons lying around, as well as:
Brutal Reputation
Fighting off Corruption(Ghoul)
Arcane Ammunition
Mendevian Weapon Training

1 to 50 of 1,510 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>