"Giving players either a free Relic or Ancestry Paragon. Are these equal choices?"
It really doesn't depend on the ancestry: some I struggle to find enough to take feats I like with the normal amount of ancestry feats and some I wouldn't have enough with Paragon to take all I'd want.
Relics can enable your character concept quicker: at 1st level you can have Return on a throwing weapon for instance, meaning your thrown build works right out of the box using a single weapon.
These are good points. On one hand I could say that Ancestry Paragon is meant for people who want to focus on an ancestry's theme. For instance: I would love to run a paragon kitsune. On the other hand, it does make me wonder if I should sweeten things by giving players a free Adopted Ancestry feat to give them more options. Or perhaps I could let them take Adopted Ancestry in place of one of the 1st level ancestry feats? Hmmm.
Thanks for the thoughts! I hadn't really taken into account that many ancestry feats are 'constant' abilities while relics require activation. You're both right about certain ancestry feats being powerful as well. I had been focused on things like comparing a dragon relic's breath weapon with a kobold breath weapon, but I guess even in those cases a relic can't be used as often even if it is more powerful. It seems like things will work out fairly well, but I'll just have to see what happens.
I am planning to allow players to put property runes and such on Relic weapons and armor, at their own cost of course ;)
When I GM, I love giving my players extra stuff to customize their characters with. Recently, I've been toying with the idea of letting them choose between gaining one of the following bonuses: Either they can use the Ancestry Paragon variant rule for extra ancestry feats, or they get a free Relic (or Soul Seed) that auto levels with them.
I think both of these options can add a lot of flavor to a character, but I wanted to get some opinions about how balanced these two choices are compared to each other. Relic gifts seem individually more powerful than ancestry feats. However, I'm only planning to let players give me input about how their relics develop rather than having free reign, and they would get a larger number of abilities overall with the Ancestry Paragon rules.
I'd appreciate any advice on this that a more experienced PF2e gm (or player) is willing to give!
I've been getting the "Error 500" for months at this point. If I clear my cookies it is fine, but as soon as I log in most of the pages on the website die (except for the navigation header). This error affects every browser and even my phone.
I'm definitely looking forward to this book so that kitsune become available again! Plus, PF1 kitsune had a huge problem with needing to spend a bunch of feats to get all of the flavor of their species, and I think that things will work much better with the way PF2 handles their feats.
I'm hoping that there will be versatile heritages for half-dragons and half-kitsune. Half-dragons exist in the setting, so it would only make sense for a half-dragon heritage to exist. Also, since Kitsune are shapeshifters... it kind of makes sense that half kitsune would exist. Especially since there are half-kitsune in Japanese legends ;)
I have had these same issues on multiple browsers on my desktop. This has been going on for over a week. I had to use my phone to get to the forums to post this!
Seriously, Paizo must be losing a huge number of customers if this is a widespread issue.
I'm *so* happy that the new version of the summoner has a built in way to make dragon eidolons. That was one of my biggest issues with the unchained summoner.
This has been a big issue for me. I've been looking at getting into PF2, but I'm unable to buy adventures. It keeps on adding Pathfinder subscriptions to my cart without permission and causing the adventures URL to fail.
I suspect that it might have something to do with an old canceled adventure path subscription that I have?
I'm not a fan of archetypes that replace feats. They're basically just feats by another name. The thing that made archetypes great was that you could use them to replace abilities that weren't relevant to the character you wanted to create.
Just out of curiosity, how would a chaotic paladin even function thematically? The entire idea of a 'Paladin' is that he's a warrior who is incredibly devoted to following his 'code' and his god's ideals.
I can see Lawful Evil and Lawful Neutral paladins working since they can follow codes. However, When you make the class chaotic, why would it care about following codes to such an extreme?
It feels like you need to change the entire premise of the class to make it non-lawful, and at that point you may as well just have a generic holy warrior (like the Warpriest) who can be any alignment but doesn't have as many rules to follow.
Edit: After thinking about it a bit more, I guess one way a Chaotic Good paladin could work is if the rules about behaving honorably and following local laws were removed. They'd have rules to follow, but they'd only be *their* rules.
I like what I see for the Paladin class so far! I'm also very happy that the paladin code has been given an order of precedence, with 'good' on top and 'laws of mortals' on the bottom. I've always believed that a religious lawful good type would care far more about his god's laws than the laws of whatever city he happens to be in, though he generally would be trying to follow good local laws anyway.
I like the focus on defense and the useage of spell-points rather than weak spellcasting. The only thing I'm not a fan of is having to use a reaction for Divine Grace.
I'm neutral on the subject of 'paladins of other alignments'. I can see a desire for Lawful Evil antipaladin types, but I don't even understand how neutral or chaotic paladins are even supposed to work. Paladins are all about following their gods laws to the absolute, but that theme gets weird with chaotic types.
There was a part of me that was hoping that the new Pathfinder spell system would be like Spheres of Power, but I knew that this was never going to happen, lol.
I have great memories of abusing the Kitsune Sorcerer FCB to get a +5 bonus to the DCs of my enchantment spells. However, I have to admit that it and a bunch of other FCBs were not well balanced. If FCBs stay in the game, they *need* to be more balanced than the PF1 bonuses were.
The thing I like the most about this version of the alchemist is that the items he's creating are basically the same as the ones that anyone else can make, just better/faster. The way PF1 alchemists were randomly magical while 'normal' alchemists weren't bothered me a lot, lol.
The one thing I don't like is how long it takes to get Mutagen and Feral Mutagen. I made a melee focused beastmorph alchemist for PFS, and he was one of my favorite characters even at level 1 and 2. Now it seems like I would have to wait until level 5 to even get mutagen, and level 8 for claws?
Hopefully an archetype will be available to work around that, maybe something that trades out enhanced bombs for earlier mutagens and such.
Another GM in my gaming group has been looking forward to Pathfinder 2.0 since he wants more balanced and streamlined rules. However, once I told him that goblins were going to be a core race his immediate reaction was essentially this: "Darn it, now it will be much harder to keep our problem player from playing a goblin and making our games into jokes. I guess we won't be doing Pathfinder 2.0."
The sad thing is I kind of found myself agreeing with him. This 'problem player' is a friend, but we have to work hard to keep him from derailing our games. If he gets his hands on a goblin character it is going to be terrible. I guess I now have a better understanding of why so many people here are dead-set against core rulebook goblins. It is basically the Chaotic Neutral alignment all over again.
I'm not a fan of playable Pathfinder goblins, but you all are taking this a bit too seriously. Out of all the changes in PF2, this is pretty much the least important one. A race can be banned if your GM doesn't like it, but dealing with issues with the core game mechanics is a much bigger deal. Can we please just focus our energy on the game mechanics instead?
(That said, I would have much rather have had a Kitsune core race ;) )
That might make the "keep them mundane" side happy, but it wouldn't anyone else, since relying on magical items to be superhuman is the system we have already in First Edition.
I think the issue with PF1E was more about the sheer number of magical items that were needed. If PF2E fighters needed a magic sword and magic armor to use some of their upper level abilities I don't think it would be a big deal if it was done correctly.
Personally, I think having the fighters be reliant on having some sort of 'legendary weapon' like King Arthur or Inuyasha I think it could be kind of flavorful. (Yes, I just used a real world legendary figure and an anime character in the same sentence.)
Edit: I agree that this shouldn't be the only path for characters to get those sorts of abilities though.
One way to make both sides of this 'realistic fighters' debate happy might be to make many 'superhuman' feats magic item dependent. For example: there could be a legendary feat that lets you cut down buildings with a single sword slash, but it requires that you use a +5 magical weapon. That way it is less about the fighters themselves being superhuman and more about them making the best use of their magical gear.
This way, low magic games won't have fighters chopping down buildings because the gear to support that playstyle won't exist, but fighters would be able to keep up with spellcasters in a high magic game.
These discussions about human fighters suplexing dragons while totally not being superhuman has me thinking that these characters are secretly demigods. They are just trying to act like they are mortals but are failing spectacularly. "Look at me, I'm this normal human being that fell into a pit of lava and survived. That's a totally normal thing!"
I guess my biggest question at that point though would be, how does one ever find their way beyond level 13-15 or so without being born to it?
Well, they live in a world where they are surrounded by magic, so there are two main possible answers. One is that over time, their body absorbs some of the magic around them and becomes superhuman, like those superheroes who got their powers from radiation exposure. The other possibility is that the existence of magic in their world has changed the laws of physics in such a way that anyone who lives there has a higher potential than anyone in a non-magical world.
Here is an idea for making martial characters seem more powerful at high levels: At level 15+, martial characters could have a "power attack" style ability that they can activate that increases their melee damage, but also creates a powerful shockwave that damages things (whether they like it or not) beyond their melee attack range.
This would allow you to roleplay the idea that your high level fighter is usually holding back, because if he used his full strength he could unintentionally collapse a building or part of a dungeon. It would be something you only use in emergencies against a truly strong opponent. Something like this would probably have to be built right into legendary level proficiency so all high level martials get this sort of flavor.
Yes, I have been watching too much Dragon Ball Super lately, but this sort of trope also applies to a lot of superheroes and legends.
Hmmm, limiting this to the base classes makes things a bit difficult for me, but here goes:
Ninja (Rogue): I am counting this as a very big archetype. I find the theme of ninja characters to be much more interesting than rogues.
Beastmorph (Alchemist): I had a lot of fun playing one of these. I'm a huge fan of animal shapeshifter themed characters.
Mooncursed (Barbarian): I have never gotten to play one since I often get stuck playing casters, but I have really wanted to try this archetype out.
Scaled-Fist (Monk): I love the idea of this archetype, because I love dragons and the idea of a monk powered by draconic energy rather than normal ki is amazing.
Qinggong (Monk): Another monk archetype, but I viewed this as almost required for making monks with interesting powers.
Non-core:
Synthesist (Summoner): Yes it had balance issues, but I *loved* this archetype just for the sheer flavor of it. I used this to make a character based on Naruto's nine tailed fox 'aura'.
The "cutting a mountain in half" thing shouldn't be an issue. All the GM needs to do is put someone or something that the players need to save in there.
That said, I think that level of destruction should be reserved or epic or mythic levels of play. Being able to cut a building in half might be more reasonable for a 15-20th level character.
On one hand, I like that it looks like the numbers in this version of Pathfinder look more balanced. On the other hand, if this turns into a game of "You have about of 50% chance of accomplishing anything" it is going to get really boring really quickly. Someone who is "legendary" at a skill should be more than 5 points better than someone who is untrained but happens to be the same level.
Rather than bounded accuracy, I would love it if Paizo simply gave all characters the same BAB. Just give the frontline fighters some additional bonuses on top of that to show their martial prowess.
If every class had roughly the same bab, we wouldn't have the issue of some classes like rogues being completely unable to hit things in high level games. Having a 10-15 point accuracy difference between rogues and other melee classes (like the fighter and ranger) is just silly. We also would actually be able to use those fancy wizard and arcanist archetypes which give them melee weapons.
Well, they're doing half of what you want. Everyone has the same attack bonus scaling. And the same save scaling. And the same skill scaling. Everything increases automatically with character level.
Yay!
No, not yay.
Why would this be a bad thing? One of the biggest problems with Pathfinder is that the scaling got out of whack at high levels. If you were a level 20 character (who isn't a paladin) and your bad save gets targeted with the right spell from an appropriate leveled enemy you are probably going to instantly die. Giving everyone the same scaling and making the differences stat based was pretty much the only solution.
Admittedly, I am a bit more iffy about skills auto scaling.
Rather than bounded accuracy, I would love it if Paizo simply gave all characters the same BAB. Just give the frontline fighters some additional bonuses on top of that to show their martial prowess.
If every class had roughly the same bab, we wouldn't have the issue of some classes like rogues being completely unable to hit things in high level games. Having a 10-15 point accuracy difference between rogues and other melee classes (like the fighter and ranger) is just silly. We also would actually be able to use those fancy wizard and arcanist archetypes which give them melee weapons.
Well, they're doing half of what you want. Everyone has the same attack bonus scaling. And the same save scaling. And the same skill scaling. Everything increases automatically with character level.
Rather than bounded accuracy, I would love it if Paizo simply gave all characters the same BAB. Just give the frontline fighters some additional bonuses on top of that to show their martial prowess.
If every class had roughly the same bab, we wouldn't have the issue of some classes like rogues being completely unable to hit things in high level games. Having a 10-15 point accuracy difference between rogues and other melee classes (like the fighter and ranger) is just silly. We also would actually be able to use those fancy wizard and arcanist archetypes which give them melee weapons.
Does having a whole edifice of "advancing ancestry features" mean that it's harder to add new ancestry options? Like I was pretty jazzed when recent player companions gave us Cecaelias and like 8 different kinds of Changeling.
This is a good point. Maybe there should be both feats and the advancing progression. I doubt that Paizo will just automatically hand over the like 20 kitsune feats there are for free.
Admittedly, it IS strange that clerics cast with Wisdom, when they seem much more suited to giving their message out with Charisma-
I was going to answer that if you compare a cleric to say... a Catholic priest, a modern priest has to study for years before becoming a priest. But then again, I guess that would make them Intelligence based rather than Wisdom based. Hmmm.
Anyway, I think the Wisdom requirement is often based on the idea that you have to be wise in order to understand the will of the gods or something. Charisma by itself gets you followers, but doesn't get you anything from a god.
Can someone explain what they think they meant with the revisiting Ancestry comment? I'm a little confused by that one!
I haven't listened to the interview itself (and won't, because length), but the bullet points linked earlier almost make it look like a separate advancement track. Almost a second "racial class" type of thing in addition to the "real" class.
I am all for auto-progression of racial abilities. Currently a lot of the most flavorful stuff for Kitsune and Aasimar are hidden behind racial feats that you have to give up actual combat ability to get.
While I would love to just toss alignment out of my game, a majority of my players like it. If there's a way to keep it without me also having to worry what the paladin will see when she detects evil, that's a huge improvement from my perspective.
Also, this addresses one of the concerns I had early on:
** spoiler omitted **
This alleviates some of my main concerns about PF2E, excellent.
Please do:
Keep the Alignment system. I'm fine with some classes becoming less restrictive, but the idea of absolute alignments is important. I (and a lot of other people) use rpg gaming to roleplay a hero. A lot of people don't want worries about moral greys pulling them out of the fantasy world they're trying to have fun in.
Also: Please keep it so that monsters and npcs work the same way as players. It is important for immersion that players be able to feel like they're fighting enemies who follow the same rules that they do. I love how in the 3.5/Pathfinder system it feels like monsters often simply have stronger starting races than the players.
The bulk system. It's clunky, and kind of immersion breaking. I much prefer PF's weight-based carrying capacities. As they exists in Starfinder, bulk limits create comically weak creatures.
I think Starfinder only uses the bulk system because weight is meaningless in a space game with 0g environments and planets of different masses. We probably don't need to worry about bulk in PF 2.0.
I think the problem is that when you don't word something kindly, you are implying that you don't have any respect for the person you are talking to. That's the key difference between well worded constrictive criticism and simply going out and calling someone's work trash and giving them a list of fixes. If Paizo ends up thinking that you don't respect them, then it becomes less likely they'll pay attention to you during the playtest.
You are conflating talking to a person unkindly and talking about an idea/work unkindly.
If people unkindly talking about an idea you had, makes you feel like they don't respect you, then I think that is a line of thinking to avoid.
There is a very big difference between constructive and tearing down someone's work, trust me. I know this since I used to dabble in art and story writing. Constructive criticism shows you how you can improve your work and makes you *want* to improve your work. Blunt or flat out unkind criticism makes people defensive unless they're trying *very hard* to block out their emotions on the subject.
Edit: Sure, paizo is made up of professionals and they should be trying to hold back their emotions when reading the playtest forms, but honestly they're human beings and that sort of thing can be very draining for anyone. If we all managed to give Paizo only constructive criticism instead of our usual angry criticism we would end up getting a much better product in the long run since they'd have more energy for working on it.
...calling their work trash is okay, take a moment to reflect on why that is and if you want to promote that as socially acceptable. I don't believe that an atmosphere where that is tacitly approved of is healthy for our forums and it is certainly unhealthy for the community.
If someone dislikes something enough that it doesn't have value to them, then no matter how politely they phrase that sentiment, they are calling that work trash to them.
I understand protecting people, but shielding work/ideas from insults sounds dangerously close to censorship of criticisms. Which seems to me something to be very careful about to have an effective playtest.
Now if you meant that as "the association of a particular person to shoddy work is toxic" then I completely understand and retract my concern.
I think the problem is that when you don't word something kindly, you are implying that you don't have any respect for the person you are talking to. That's the key difference between well worded constrictive criticism and simply going out and calling someone's work trash and giving them a list of fixes. If Paizo ends up thinking that you don't respect them, then it becomes less likely they'll pay attention to you during the playtest.
Monsters and NPCs using completely different rules.
This so much. They way monsters and npcs use the same rules as the players in Pathfinder is one of the biggest strengths of the system. It is very important that players feel like their enemies are the same as they are rather than being a bundle of stats that don't follow the same rules that they do.
In pathfinder, monsters effectively just have a stronger starting race than the players. They can even take class levels. Turning monsters into meaningless stat blocks would mean we lose all of this.
That being said, I am not opposed to monster and npc creation being simplified in some way as long they're still generally interchangeable with players.
@Endzeitgeist
Thanks for the detailed answer! Yea, the more I've read the book the more comfortable I've been getting with using it in a mixed race campaign. I'll just have to take each game slowly and make sure that the party balance seems right.
I'm not sure that the idea of "dragons aging via worshipers" works with my campaign, but I may take a look at those rules anyway.
I have been building a new homebrew Pathfinder campaign, and I'm currently nailing down what the allowed races will be. So far all of my allowed races have been humanoid. However, I'm toying with the idea of allowing a playable dragon race in the campaign. These would be actual dragons, not half dragons, but of course would have to be weak enough to be on par with the rest of the party. Has anyone had any success with this, or is it a bad idea?
Admittedly, I was inspired a bit by the Dragonkin in Starfinder, though I am aware that this could be harder to balance in Pathfinder.
I'm currently toying with the idea of simply using the "Taninim" from "In The Company of Dragons Expanded". However, even though these dragons are designed to be around the same power level as standard humanoids they still look like they would play *very* differently. Does anyone have any experience with using the Taninim in a mixed party?
I just purchased this since I decided that I'd rather have *actual dragons* as a playable race in my campaign than yet another half-dragon race. Still evaluating the rules however. My one concern so far is that the playable dragon race is much more complicated than the standard races, but I guess this is what you have to do in order to make dragons playable and balanced.
Just curious, does anyone have any experience running a campaign with a mix of dragon and humanoid characters using these rules? Are there any balance issues that I'll have to worry about?
In pathfinder, it is much easier for a huge creature to start a grapple with a tiny creature than it is for him to simply touch the tiny creature. (This part of the combat maneuver rules has constantly driven me crazy, even though it rarely comes up)
This might be something that's less of an issue in PFS than I thought, lol. Though like I said, my experience with playing a summoner has been mostly in high level home games.
I guess one of the reasons why I'm so against the idea of a 'no gear' ruling is that this feels like one of those cases where we are inventing a problem that the designers never thought of. Kind of like the drama with the Ooze Shifter, lol. I would think that Paizo would have put out some sort of item or spell to work around equipping gear by now if they were even aware of this.
Just out of curiosity, has anyone here actually played a game where they had to re-equip their eidolon every time it was summoned?
Yes. May be another regional thing, but I don't think I've ever seen anyone argue that they should be able to do so. The planar ally dodge is nice, though - will keep that in mind for non-PFS games where unnerfed summoners can still be played.
Yea, I think it is a regional thing, since I believe that summoners in my PFS region were allowed to summon with equipment.
Just out of curiosity, has anyone here actually played a game where they had to re-equip their eidolon every time it was summoned? I would think that sort of ruling would make the class unplayable... especially if you were playing a summoner that gave up the standard summons monsters SLA.
I haven't played a summoner. But I was always under the impression as a GM that stuff didn't go with the Eidolon when it was dismissed. And 9 times out of 10, the Summoner starts the scenario with the Eidolon summoned, and when they don't, they usually have a beast of burden (mule, pony, goat, etc.) or handy haversack/bag of holding to carry the Eidolon's stuff.
Its never been a point of contention.
My experience playing a summoner has been outside of PFS, so it might be a bit different for me. These were level 1 to 20 games with 25 point buy.
The enemies that we fought in those home games were generally so strong that my eidolon had trouble hitting them even with an Amulet of Mighty Fists and a Belt of Strength, and it tended to die multiple times a day. Surprise attacks at times when I couldn't be expected to have the eidolon summoned were also common. I actually had to buy a wand of "Summon Eidolon" on hand in order to keep the thing around.
I can't help but think that my character would have been useless in those games if the eidolon came in without gear each time I used the Summon Eidolon spell. I guess that's part of the reason why I'm so against the idea of a 'no gear' ruling, lol.
Just out of curiosity, has anyone here played a game where they had to re-equip their eidolon every time it was summoned? I would think that sort of ruling would make the class unplayable... especially if you were playing a summoner that gave up the standard summons monsters SLA.
First, when people say this in a debate, it comes across as "you're stupid if you don't agree."
Intuitive and obvious: you fall prone when knocked unconscious, you can't take actions when dead
Desirable: your eidolon keeps its gear when dismissed so that I don't need to lug it around and can tank STR and don't have to re-equip it when I re-summon it.
Desirable != Intuitive and obvious
You cut off the part where I added "In My Opinion" immediately after saying that...
So, you could say that you violated a rule of debating by misquoting me there, so we are both at fault now ;)
That it is opinion is a given. My cutting it off does not change the context. Nor does explicitly stating it is you opinion that we are stupid for nit seeing the obvious make it any less insulting. Doubling down on it does make it worse, though.
Admittedly, I could have said all of that better, but honestly the way you aren't even acknowledging my attempt at softening what I was saying isn't helping matters here either.
First, when people say this in a debate, it comes across as "you're stupid if you don't agree."
Intuitive and obvious: you fall prone when knocked unconscious, you can't take actions when dead
Desirable: your eidolon keeps its gear when dismissed so that I don't need to lug it around and can tank STR and don't have to re-equip it when I re-summon it.
Desirable != Intuitive and obvious
You cut off the part where I added "In My Opinion" immediately after saying that...
So, you could say that you violated a rule of debating by misquoting me there, so we are both at fault now ;)
So I have a character who may be about to take a level into a prestige class, however she doesn't have the skill points required to take a level in that class without first selling her Scarlet and Blue Sphere Ioun Stone and purchasing another with the correct skill.
Her Ioun Stone is currently associated with Ride, but it she needs ranks in Knowledge Arcana, is it fair for me to sell my Ioun Stone and then purchase a new Ioun Stone with the correct skill before I level the character up assuming she already has the XP to level up?
As to why the character is using an Ioun Stone rather then a Headband of Vast Intelligence, the character is a Sorcerer and has a Headband of Alluring Charisma.
To create a skinwalker (which includes all were-kin), you must have a Chronicle sheet that opens the race as a legal option at character creation. A wereshark-kin does not gain amphibious as a bestial feature; it instead gains the ability to breath water as well as air as an option.
Note: Racial feats, racial traits, racial spells, and other character options (witch hexes, barbarian rage powers, etc.) are only available for characters of the skinwalker race; all such options are legal for play except: Fueled By Vengeance, Motivating Display, Spell-Scars, Surprising Combatant, Swamp's Grasp, Violent Display, and Wolf Savage (Wolf Trip is not a style feat). Racial equipment and magic items can be purchased and used by any race as long as the specific item permits it.
The becoming a lycanthrope section of this book is not legal for Pathfinder Society play unless noted on a future Chronicle sheet.
Equipment: all equipment on page 30 are legal; Magic Items: all magic items on pages 30–31 are legal; Mystery: the lunar mystery is legal for play.
Blood of the Moon wrote:
New Feats
The following style feats were developed by werewolf-kin monks, but can be used by anyone with an affinity for wolves and their kind. More information on style feats can be found in Pathfinder RPG Ultimate Combat.
...
Wolf Style (Combat, Style)
You can channel the curse in your blood to hamper foes that turn their backs on you.
Prerequisites: Wis 13, Improved Unarmed Strike, Knowledge (nature) 3 ranks.
Benefit: When using this style, whenever deal at least 10 points of damage to a foe with an attack of opportunity, that foe's base speed decreases by 5 feet for 1 round. The base speed decreases by an additional 5 feet for every 5 points of damage your attack deals beyond 10. If this penalty meets or exceeds the remaining number of feet your foe can move during its turn, you may attempt a combat maneuver check to trip your foe as an free action.
Simple question, for the sake of PFS, are Wolf Style and Wolf Trip Werewolf-kin only feats?
I have a simple question regarding multiclassing vigilante and the evangelist prestige class.
If an Avenger vigilante progresses his vigilante class as an evangelist, does he gain full BAB for every evangelist level beyond 1st thanks to his avenger specialization. Specifically due to this part:
Vigilante specialization wrote:
An avenger gains a base attack bonus equal to his vigilante level instead of using those listed on Table: The Vigilante. He adds this value to any other base attack bonus gained from other classes or racial Hit Dice as normal.
Simple question, if a Dhampir, or any creature with Negative Energy Affinity is subject to a polymorph effect, do they keep their Negative Energy Affinity?
Element(s) universal; Type form infusion; Level 1; Burn 1
Associated Blasts any
Saving Throw none
You surround your body with energy or elemental matter from your kinetic abilities. You can use this form infusion as part of an attack action, a charge action, or a full-attack action to add damage to each of your natural attacks and unarmed strikes until the beginning of your next turn. Since kinetic fist is part of another action, using this wild talent doesn't provoke any additional attack of opportunity. You deal an additional 1d6 points of damage per 3 dice of your kinetic blast's damage (minimum 1d6), and this damage is of the same type as your kinetic blast's damage. This extra damage ignores spell resistance and doesn't apply any modifiers to your kinetic blast's damage, such as your Constitution modifier.
Simple question, is the Kinetic Fist's damage multiplied on a critical hit?
I'm interested in attempting to GM a play by post once again, so I'm going to attempt to gauge interest, as I do not want to walk into the same trap I did last time of accepting the only people to submit characters and then not being satisfied with the result.
So, here's the idea, and I'm not entirely certain how to recruit for it so I am certainly up for advice on forming a successful group which I will be satisfied with. So in the interest of keeping things simple to start with, my plan is to recruit for a Five-Man Band (if you are unfamiliar with this term, go spend half a day or so on tvtroupes). This would mean recruiting a group that not only fits the mechanical requirements of the five man band, but also meshes well together, and it's the meshing I am having difficulty adding to the mix.
Potentially, I could design campaign traits which focus on how the characters work together and predefines their role in the party, but that may mean running homebrew and I was considering an AP group. Alternatively, I could create a GMPC of sorts which each of the roles would relate to (so I could play the tag a long kid or the team pet basically, if I don't intend to fill the role of one of the five man band) alternatively, I could recruit for one position (likely Leader) first and foremost before recruiting everyone else.
Thoughts, suggestions, or anything else its welcomed, or just ignore this thread and I'll move on from the idea for now.
Any chance this order can be authorized at the same time as my June subscription so that they ship together? Also I think something went wrong when it failed to authorize last month and it hasn't attempted to reauthorize at this point in time so it'll likely need to be poked anyway.
First, let's start off with this, which I am sure we are all aware of.
Quote:
Ex-Barbarians
A barbarian who becomes lawful loses the ability to rage and cannot gain more levels as a barbarian. She retains all other benefits of the class.
Pretty self explanatory there, but what happens when an Ex-Barbarian multiclass into the Ulfen Guard prestige class, and most importantly, does the ex-Barbarian/Ulfen Guard retain his rage rounds from his ex-barbarian levels.
As there are only 6 base classes in Occult Adventures, compared to the 10 in the Advanced Class Guide, should we expect to see some Prestige Classes for the new spell-casters?
I ask because there are a handful of Arcane or Divine only PrCs, but the Psychic can only qualify for the PrCs which don't care which type of caster the character is, such as Hellknight Signifier (which they can only qualify for by taking a useless feat to them, Arcane Armor Training) and Pathfinder Savant, but not things like Eldritch Knight (which could be useful since the Psychic has low bab.) or Mystic Theurge (being able to combine Psychic and Arcane spells with a PrC would probably be cool, though with the Psychic being Int based it would make such a PrC easily SAD).
The Hex Channeler Witch Archetype is currently not legal for PFS, and I am not sure that I understand why, so I am going to present an argument in an attempt to get the archetype legalized.
First of all, let's start with what the Hex Channeler is, so that those who do not have access to the Advanced Class Guide can follow along. The Hex Channeler is a Witch Archetype that replaces the Witch's second level hex with the ability to channel positive or negative energy as a cleric of the same level (starting at second level) except it only does 1d6 positive or negative energy. In order to increase the number of dice rolled the witch must sacrifice additional hexes, and the witch can sacrifice as many or as few hexes as they like when they would learn a new hex, each hex sacrificed gives 1d6 additional.
There are two reasons that I can see why this would not be legal, the first is simply because the Hex Channeler witch as written can sacrifice their feat slots in addition to their Hexes by taking Extra Hex in order to add an additional 1d6 to their channel. The second reason I can see to make the archetype not legal would be that it is an arcane caster with channeling, for this issue, please note that Arcane Healer a bard with channel energy, is legal in PFS. The first issue therefore is likely the reason why the archetype is not legal in PFS.
Assuming that the Hex Channeler is not legal from a power standpoint rather then a flavor standpoint, then the issue is likely that a Hex Channeler that sacrifices everything to channeling can channel more powerful then a Cleric. Note that a Life Oracle can already channel as a cleric times and a half their own level if they are Elven, Aasimar, Sylph or Ifrit (there may be more), but the Hex Channeler that sacrifices everything can indeed channel stronger then an Oracle of Life. So let's take a look specifically at level 12 characters in PFS, as that is typically the highest that PFS play goes outside of sanctioned modules.
At level 12, a cleric channels for 6d6 with a DC of 16+Cha Mod 3+Cha Mod times per day. The cleric can channel positive or negative energy depending on their deity and alignment. Similarly, at level 12 an Elven Oracle of Life that puts all Favored Class Bonuses into channeling can channel for 9d6 with a DC of 19+Cha Mod 1+Cha Mod times per day and can only channel positive energy. A Hex Channeler witch could potentially channel for 11d6 with a DC of 16+Cha Mod 3+Cha Mod times per day at level 12, or even higher up to 14d6 if they use retraining to change everything about themselves to only be able to channel and not much else, this is an extreme case character who spends everything on channel dice and while it could tear up undead if channeling positive energy or living by channeling negative energy, it has no effects on constructs and extremely limited effects on the other side of the spectrum.
When the issue of the Aasimar/Elf Oracle of Life channeling better then the cleric came up, it was looked at, however the Aasimar/Elf favored class bonus was only altered for how it effected animal companions from revelations, not channeling (source) so it is acceptable for an Oracle to channel more powerfully then a Cleric, even with higher DCs though the Oracle doesn't have the option of channeling negative energy, so that may be a balancing factor. The Hex Channeler can channel Positive or Negative Energy depending on alignment, or if neutral their own choice, the witch would also not qualify for Versatile Channel feat unlike a cleric and thus would only ever have the option of channeling one type of energy.
So, how can the archetype be made legal if it's too powerful to channel for so many dice? Simple, restrict what the Hex Channeler can sacrifice for it's channeling dice. There are two possible solutions here, firstly the Hex Channeler could be restricted to only using class granted hexes to increase their channeling ability, this would restrict the power of the Hex Channeler to a level below the cleric. The second option is to restrict the Hex Channeler from gaining more channel dice then 1/2 (or 3/4ths) their level, this would restrict them to being only as powerful as a cleric or one level behind (or as powerful as an Elven Oracle of life if 3/4ths is used), assuming that this was spelled out in the additional resources entry for the Advanced Class guide, it would be fairly easy to control.
I think that's all I have to say on the manner for now.
All playtest versions of the ten new base classes from this book are no longer legal for play as of 8/14/14. Anyone playing the playtest version of one of the ten new base classes must have updated his or her character as of 8/14/14. Updating your character means adjusting only the things that have changed, but not rebuilding the character.
I currently do not have access to the Advanced Class Guide, but I do know this, Slashing Grace has changed, and my Swashbuckler does not meet the new requirements. The additional resources say to adjust the things that changed, does this mean that I need to switch Slashing Grace to a different feat because I no longer meet the requirements? I'm going to assume the answer here is yes.
Since I no longer qualify for Slashing Grace, does the new feat for first level need to be one that I qualified for at first level? Can the feat be one I that took at Third and switch my Third level feat as an adjustment? In this case I took Exotic Weapon Proficiency: Aldori Dueling Sword at third level, could I move this to my First Level feat and make my Third level feat Weapon Focus: Aldori Dueling Sword so that I can take Slashing Grace (Aldori Dueling Sword) at Fifth level?
Additionally, the character in question is currently in a play by post that will not finish before Thursday, do I need to update the character as soon as Thursday comes and thus change in the middle of the play by post session or am I allowed to continue to use the playtest rules for the character until the play by post concludes?
In this post, John Compton ruled that a character could change gender as long as barring the use of transmutation magic it took place before the scenario.
Drawing upon that ruling, would it be possible to have two nearly identical (Say half identical) twins to be the same character. Now before you say no, hear me out, as I have a few ground rules that the character would follow.
1. They do not switch during a scenario or module.
2. They have exactly the same stats, class, skills, feats, etc. Only name and gender differ.
3. Regardless of the fact that they are a pair of twins, they still only have 1 life, if they die I don't get a free raise dead.
I want to additionally add, that I could already make a character that changes gender and assumes a different identity when they change gender, the only difference here being that I'm saying that the character is a pair of twins rather then someone with a multiple personality disorder.
The Prestige class, Ulfen Guard, in Inner Sea Combat requires Ulfen descent, or as defined in the flavor text of the class, typically being at least half Ulfen. Since there isn't really half ethnicities, what counts as Ulfen descent in PFS?
Obviously an Ulfen ethnicity human, but can Half-Elves or Half-Orcs qualify? Would a Half-Elf or Half-Orc be required to be one of the specific ones that lists Ulfen under their human ancestry in Bastards of Golarion? Can Aasimar, Tiefling, Undine, Sylph, Ifrit, Suli, or Oread count as having Ulfen descent, as they are typically born of two human parents? Can a non-Ulfen ethnic human (as long as they have an Ulfen parent in their background) qualify?
Ok, so here is the description of Monstrous Mount:
Quote:
Monstrous Mount
Prerequisite(s): Handle Animal 4 ranks; Ride 4 ranks; divine bond (mount), hunter's bond (animal companion), or mount class feature with an effective druid level of 4.
Benefit(s): You can select an exotic beast from the list of monstrous mounts to serve as your animal companion or special mount. You acquire and advance this creature in the same way as the mount or animal companion detailed in the class feature used as a prerequisite for this feat. You can also dismiss the creature as dictated by your class feature.
You must meet additional prerequisites to choose a creature with an Intelligence score of 3 or higher, as described in each creature's entry.
My question is simply this, if I meet the prerequisites by multiclassing (say with a Druid4/Cavalier1) would my levels stack for the Monstrous Mount? I ask because I know that RAW if a creature isn't on both lists that you cannot stack the effective druid level.
I have a question, it's a quite simple one really, does the Deific Obedience feat allow a character to choose a deity outside of the core deities whose obedience are listed in Inner Sea Gods? Namily, does it allow a character to take an Empyreal Lord or Demon Lord's Obedience since they are deities, and otherwise fit all of the rules of the feat.
Additionally, If a character can take say Deific Obedience (Arshea), can that character take levels in the Exalted, Sentinel, and Evangelist Prestige classes?
I'm really interested in an official ruling on this, because I may want to do this in PFS.
With the upcoming release of the Deluxe Harrow Deck I am contemplating running an AP with an interesting beginning.
I plan on dividing the harrow deck among 6 players (giving them 9 cards each with no left overs, exactly enough for a harrowing from those 9 cards), I will allow them to select one card before dealing out cards, and that one card will represent their character or otherwise be a card that means something to the character. The other 8 cards can be exchanged before I shuffle the 9 cards and preform a harrowing for each character - this is important because the cards will help determine the character's stat points (they will be 10 point buy builds, plus a boost from their cards which will hopefully bring them to at least 20 point buy builds). I plan to incorporate each harrowing into the storyline of the AP, and additionally include a "flashback" type event at the beginning where everyone has the young template and NPC classes before the harrowing (they will also be the 10 point buy builds at this point.) this will help tie the characters to each other.
However, I wanted to get some feedback from the community as to which of these APs would likely work better for such an idea, Rise of the Runelords, or Reign of Winter (possibly with Heldren transplanted in Varisia). Benefits of a harrowing in either AP would be appreciated.
I understand that while a character is engaged in an active play by post, they cannot be played elsewhere, but does this include assigning higher level pregen credit to that character?
Ok, so the additional resources for PFS have been updated, and low and behold, the Gun Twirling Feat is legal.
Here's the text for the feat:
Gun Twirling (Grit)
You can spin and juggle a small firearm, making it difficult to predict where you will shoot.
Prerequisites: Amateur Gunslinger feat or grit class feature, Dazzling Display, Weapon Focus.
Benefit: You can spend 1 grit point to make a feint attempt using a one-handed firearm for which you have Weapon Focus (instead of a melee weapon). The target of this feint must be within 30 feet of you and be able to see you.
If you have the Quick Draw feat, you can holster a onehanded firearm as a free action as long as you have at least 1 grit point.
So, I was thinking, how can I best take advantage of this feat, I would want to have sneak attack dice so that feinting is useful, and use two guns so that the Quick Draw bonus can be utilized. I immediately began looking at the Slayer class from the Advanced Class Guide Playtest, but to have enough Feats I'm thinking I need to frontload 2 levels of Fighter.
So here's my plan:
Human Fighter2/Slayer10
Stats: STR: 12 DEX: 17 CON: 14 INT: 13 WIS: 14 CHA: 8 (20 point buy)
Front load the fighter levels, so level 1 and 2 are fighter.
1st Level Feat Gunsmithing
1st Level Human Bonus Weapon Focus (Pistol)
1st Level Fighter Bonus Combat Expertise
2nd Level Fighter Bonus Quick Draw
3rd Level Feat Dazzling Display
2nd Level Slayer Talent Rogue Talent Firearm Training
5th Level Feat Rapid Reload (Pistol)
4th Level Slayer Talent Rogue Talent Grit (Amateur Gunslinger+Gun Twirling)
7th Level Feat Improved Feint
6th Level Slayer Talent Ranger Style (Two Weapon Fighting)
9th Level Feat Two Weapon Feint
8th Level Slayer Talent Ranger Style (Improved Two Weapon Fighting)
11th Level Feat Shatter Defenses
10th Level Slayer Talent Ranger Style (Greater Two Weapon Fighting)
I'm not sure this is the best order to take things in, but it's pretty much everything I wanted in the build, post-12th, the character could pick up Sap Adept and Sap Master. Suggestions and advice are very welcome (Remember, this is PFS)
Ok, so shortly, my Legalistic Oracle of Life will be becoming lawful good (she is currently neutral good) and as part of this process, she is either going to draft up a pair of contracts, or employ a Chelish lawyer to do so for her.
There will be 2 contracts, one between her and her deity (actually between her and a high priest of Sarenrae, or perhaps since she is Silver Crusade between her and Ollysta Zadrian) and the other between her and the pathfinder society (which she will insist that her fellow party members sign.)
These contracts, and her turning to Lawful good are part of the character's progression to becoming a Hellknight Signifier.
I'm posting this here for several reasons, firstly I need ideas for the contracts, and they need to have loopholes, as any good Chelish contract would. One clause I do however intend to include in the contract with Sarenrae is that I will not accept any attempt to remove sickness suffered for a breech of the contract (meaning that if my sickness gets removed I am sickened again). Secondly, I want the contracts worded in such a way that they seem like actual contracts, this is something I do not feel that I can accomplish. Thirdly, I want the contract with fellow pathfinders to actually be something that most characters would have no problem signing as I do not want it leading to me not healing anyone.
A little background on the actual character, she is a Chelish born Aasimar exiled from her family due to the taint in her blood. Growing up, she was often assumed to be a tiefling, specifically because the taint is not always apparent. She fights with a scimitar, which is an heirloom weapon, but never does lethal damage if she can avoid it (and as such, she has never in the course of a scenario killed any creature). She is currently 5th level, but will not take signifier until after level 7, as she is a purifier archetype and I want armor training first.
So I was wondering about something, I've yet to use or heck even print my kickstarter boon, because I've been feeling like the moment I use it I'm going to regret it and feel that it might have been a waste, but then a thought occurred to me, would it be possible to trade my kickstarter boon?
Now obviously the boon includes the line "Only one PC per player may gain the benefits of this boon." but assuming someone didn't back the kickstarter, would it not be possible to transfer the boon from myself to them?
Now normally, there shouldn't be an issue with trading boons, but the kickstarter boon is a little different, since it is watermarked with one's name and email, along with the date which it was downloaded, much like pdfs of paizo products, in order to prove that the boon is legitimate, and this is what leads me to believe that it may not be possible to transfer it to someone else, so I am asking, can the kickstarter boon be transferred to another player?
1. Can the Ampoule contain a wildblooded strain? My assumption here is no because it can mess with other sorcerer archetypes that may not be compatible with a specific wildblooded strain.
2. If 1 is no, does the a Wildblooded Sorcerer have a wildblooded strain version of the bloodline in the Ampoule, with or without drinking it? If this answer is no then drinking the ampoule would make the sorcerer lose the Wildblooded Archetype.
3. And the most important question, how does wearing the Ampoule interact with the Sylvan wildbloodline, since it's bloodline arcana and level 1 power are one and the same. The way the archetype is worded, Sylvan seems to actually lose the first level bloodline ability and simply gains a more powerful arcana, but does a Sylvan wildblood Sorcerer gain a first level bloodline ability from an Ampoule? Do they lose their animal companion?
I've already sent an email about this, but since it has yet to be resolved, I figured I would post here about it too. My pbp gameplay thread for one of my pbp games seems to be eatting posts without displaying them. Post count increased on the alias that mad th post, but the gameplay thread is still empty.
I believe this was caused by me deleting the original post in the gameplay thread. If you could make the post from yesterday show up, that would be great. Here is a link to the gameplay thread, any help would be appreciated.
Gunslinger: A gunslinger's starting gun (granted by the gunsmith class feature) is worth 22 gp if sold (the average of 4d10).
Since the above is true, what is the value of the Gunslinger's starting gun when upgrading it for context of fame? Furthermore, since guns are never always available, do I need to meet the fame requirements to upgrade it to +1?
Here's an example, lets say that after the gunslinger's first scenario she upgrades her gun to masterwork using the Gunsmithing feat (and costing 300 gold) is the gun now worth 344 gp for concerns of fame or in the case of a pistol 1,300 gp (1,800 gp in the case of the musket.) this is important, because if the character needs to meet the fame requirements for a +1 upgrade, since guns are not always available it's a difference between the value of the gun being 2,344 gp or 3,300 gp for a +1 pistol (13 or 18 fame respectively.) It will ultimately make less of a difference later on when the 'slinger replaces their starting gun or makes more expensive upgrades, but it's important for when they can have a +1 gun...which is notably around the same time they might actually replace the starting gun.
While the village of Heldren has always typically been a quiet place where the villagers often result to rumor-mongering in order to entertain themselves, it seems that as of lately, the rumors have become stranger. The village is all excited about the latest rumor that although we are already at the height of summer, snow is falling in the nearby Border Wood. Indeed, the hunters speak of unnaturally cold weather that seems to have appeared only days ago. No one know what this strange weather, nor the arrival of dangerous new predators could mean, but the town's soothsayer, Old Mother Theodora has foretold that dark times come to Heldren.
Seemingly confirming Old Mother Theodora's dark prophecy, a man, barely alive, arrived just yesterday, he claims to be a bodyguard to one Lady Argentea Malassene. He informed the village council, and it wasn't long before everyone else knew, that the noblewoman's escort had come under attack by bandits and some strange wintery creatures that no one had ever heard of before near the edge of the Border Wood. Only he escaped, while Lady Argentea was dragged into the forest by the bandits for who knows what. The villagers now cast fearful eyes towards the snowy forest, worried what else might emerge to threaten their peaceful village.
The man in question has since been identified as one Yuln Oerstag, and is recovering in the Willowbark Apothecary. Rumor has it that he is a northerner, and is seriously wounded and suffering from serious frostbite.
The Silver Stoat, although normally quieter during the day, has become even more of a popular destination then typical for the rumor-mongering villagers. Lately, some of the more lazy villagers have nearly stopped working completely just to gossip about Yuln Oerstag and the state of the Border Wood.
Now that we have our party chosen, it'd be nice for everyone to check in. Also, although I have considered the character's finished, I will need to look over them again, and some people may want to change some things. I don't know how having the one evil character in the group will affect things, but I'm ok with it, as long as it doesn't get out of hand.
Additionally, people may want to look over skills, as I noticed that not a single person has Disable Device (any of the experts could freely pick it as a class skill).
So I am considering running Rise of the Runelords anniversary edition or Reign of Winter, at this point I am not ready to recruit, but I wanted to check for interest because I have what I think is an interesting home rule that I'd want to use. The home rule is this, everyone would be a Gestalt character, however one of your class choices at every level must be an NPC class. Thoughts?
So, I'm thinking about building a Razmiran Priest for PFS, and I am looking for some suggestions on what to take for the bloodline on the character. My first thought was Wildblooded Empyreal, but alas it's not compatible with the Razmiran Priest archtype. I'm considering Wildblooded Sylvan, and pretending to be a druid, but if I decide to take a prestige class later on that would ruin the animal companion, even if I take the Boon Companion feat.
The ARG states that Aasimar, Tieflings, and all other "half human" native outsiders start at 60+ for age, but James Jacob said that this will likely be errata'd due to not matching up with ages of NPCs in published adventure paths, so here's my question, can a PFS legal Aasimar, tiefling, or other half human native outsider be younger then the 60+ presented in the ARG?
Here's the quote, I also linked it above, and yes I know the whole "James Jacobs is not a rules source thing" that's why I am asking.
James Jacobs wrote:
Actually...
I'm going to try to get the ARG errataed so that aasimars and tieflings reach adulthood and have starting ages equal to humans. Because beyond the two contradictions Mort pointed out above...
** spoiler omitted **
A quick glance at the other race ages listed in the ARG and all those look fine—either they're like drow or svirfneblin and have always had established ages, or they're new races who haven't had significant NPC appearances that rely heavily upon their childhood history being on a time scale equal to that of a human.
Now... I suppose I COULD say "Tieflings and aasimars age differently in Golarion," but that's super obnoxious. The rulebooks don't have a built-in campaign setting, but Golarion DOES assume you're using the rulebooks, and as such, what's in the rulebooks SHOULD match what happens in Golarion as much as possible.
Grr.
The thing is, I had originally wanted my Aasimar with the scion of humanity trait to not know that they are an Aasimar (and why would they unless they matured slower then everyone else). However, without losing their memory or something, a 60+ old will have realized they aren't quite human.
8 people marked this as FAQ candidate.
1 person marked this as a favorite.
I was thinking about what to build for my next character, and something made me ponder for a moment, in PFS crafting feats are generally not allowed, and if they are granted, they are replaced by something else. However, the Tattooed Mystic from Paths of Prestige gains a crafting feat, namely Inscribe Magical Tattoo, an otherwise illegal feat from Inner Sea Magic, at level 3 in the class, now since the earliest entry into the class is at level 6, making the earliest access to this feat a level 9 character, the question still arises if it is intended for the Tattooed Mystic to get an otherwise illegal feat.
Admittedly, there are very few magic tattoos that can be crafted with the feat (I think only the 3 in Inner Sea Magic), and those are not very powerful. So rather then an oversight, it might be intended that the mystic gets to use the tattoos at half cost, but I wanted to know for certain.
So, I'm considering a character named Arodyn, pronounced the same way as the dead god or at least fairly similar that NPCs should understand that he is named after Aroden, this is a Kingmaker character, and I was wondering what, if any, consequences the character would encounter from being named after the dead god.
Additionally, not only is he named after Aroden, he worships Aroden, not sure if this would increase such consequences or not, but I am fairly curious as to what kinds of cons people come up with as to having such a well known name.
Assuming the summoner takes Gunsmithing, can an Eidolon take Exotic Proficiency: Firearms and use firearms? I realize RAW there's no problem with this, but with the restrictions on firearms in PFS, I just want to be certain.
I have a few questions about the Legalistic curse from Blood of Fiends.
First, the text of the curse:
Legalistic: The shackles of Hell impose savage consequences should you violate a covenant, but also imbue you with remarkable guile. Whenever you break your word (either purposefully or unintentionally), you become sickened for 24 hours or until you meet your obligation, whichever comes first. However, once per day, you can make a vow to yourself that grants a +4 morale bonus on any one roll you make while trying to fulfill a promise made to another individual. At 5th level, you gain a +3 competence bonus on Diplomacy, Intimidate, and Sense Motive checks while talking to an individual one-on-one. At 10th level, you can make a new saving throw each minute to resist mind-affecting effects as your subconscious searches for loopholes. At 15th level, any creature that violates its freely given word to you takes a penalty to AC, to spell resistance, and on saving throws against your attacks and abilities equal to your Charisma modifier (minimum 1) for 24 hours.
First and foremost, does lying outright count as breaking one's word, thus making the character sickened anytime they use bluff to lie?
Secondly, if the cursed character in question makes certain promises every day to a deity (thus giving the deity their word to fulfill these promises), can they gain the +4 bonus while trying to uphold one of those promises? As an example, say I promise Sarenrae that I shall not inflict lethal harm to any humanoid creature, would I be able to make a vow to myself to then increase an attack roll against a humanoid target, as long as I am doing so in a nonlethal attack?
Finally, the text says any single roll, that includes damage rolls right?
I've searched these forums in an attempt to find guidelines for a Bonded Object, the posts I have found often seem incomplete, and some even contradict each other. Note that some of these may indeed be general rules, but I am asking about in pathfinder society in specific.
Without further ado, here are my questions.
1) When upgrading a bonded object, does the character pay cost or full price? My initial assumption here was that they paid cost, but I've seen posts saying that they only pay cost for the first time they enhance it.
2) If I upgrade my bonded object to a named item, am I allowed to enchant it further? My assumption here would be no, but it doesn't hurt to ask.
3) Do I need to meet the fame requirement for the total price of my bonded object in order to upgrade the item? This seems to be something I find where posts contradict each others.
4) The bonded object rules say that the starting bonded object can only be an amulet, ring, weapon, staff or wand however the rules also state that you can designate an existing magic item as his bonded item, when doing this is the character still restricted to the same slots as a character who just got their bonded object or can they make another item such as Armor or a helmet into their bonded object? I have not found any guidelines to this at all, aside from the fact that the Hellknight Signifier (which is not yet PFS legal) can make their mask a bonded item.
5) Would a Gnome with the Master Tinker alternate racial trait be considered proficient with a bonded object that they themselves have upgraded? My assumption here is yes as they did some crafting towards the weapon.
Those are all of the questions I can think of for now, thanks in advance for any answers or discussions on any of my questions and feel free to add your own if you have them, bonded objects don't seem very clear to me in PFS honestly (and I can't be the only one).
Simple question, is Darkleaf Cloth a legal material to make an Armored Coat out of in Pathfinder Society?
Darkleaf Cloth:
Darkleaf cloth is a special form of flexible material made by weaving together leaves and thin strips of bark from darkwood trees, then treating the resulting fabric with special alchemical processes. The resulting material is tough as cured hide but much lighter, making it an excellent material from which to create armor. Spell failure chances for armors made from darkleaf cloth decrease by 10% (to a minimum of 5%), maximum Dexterity bonuses increase by 2, and armor check penalties decrease by 3 (to a minimum of 0).
An item made from darkleaf cloth weighs half as much as the same item made from normal cured leather, furs, or hides. Items not primarily constructed of leather, fur, or hide are not meaningfully affected by being partially made of darkleaf cloth. As such padded, leather, studded leather, and hide armor can be made out of darkleaf cloth (although other types of armor made of leather or hide might be possible). Because darkleaf cloth remains flexible, it cannot be used to construct rigid items such as shields or metal armors. Armors fashioned from darkleaf cloth are always masterwork items as well; the masterwork cost is included in the prices given below.
Armored Coat:
This sturdy leather coat is reinforced with metal plates sewn into the lining.
Benefit: More cumbersome than light armor but less effective than most medium armors, the advantage of an armored coat is that a person can don it or remove it as a move action (there is no “don hastily” option for an armored coat). If worn over other armor, use the better AC bonus and worse value in all other categories; an armored coat has no effect if worn with heavy armor. The only magic effects that apply are those worn on top.
As the Armored Coat is reinforced with metal plates that means it is primarily constructed of leather, fulfilling the requirement to be made out of Darkleaf Cloth, yet even in the Ultimate Equipment book, Armored Cloth is not mentioned in the description despite that the armor does in fact appear in Ultimate Equipment.
So, after just getting my copy of the Paths of Prestige book, I found myself more interested in Hellknight Signifier then the Dawnflower Dissident for my Oracle, the problem is, she worships Sarenrae.
Now, Sarenrae is NG, one step away from LG, so that would mean that LG would be an acceptable alignment for a Hellknight Signifier of Sarenrae, but the issue that occurs to me is how would such a character please both Sarenrae and the hellknights?
I'd have no idea which Order to join, and I think the Order of the Godclaw would strictly be off limits since Sarenrae isn't LG. I know Sarenrae has paladins, but I think it would be much more difficult for a hellknight to justify worshipping Sarenrae or for a worshipper of Sarenrae to justify being a hellknight.
While Sarenrae is a goddess of honesty, this is the only lawful aspect I can find in her, and it would be extremely difficult for a Hellknight to offer redemption to a criminal (especially when the hellknight knows that the lawful punishment for what the criminal has done is death).
If it helps, my Oracle's curse is Legalistic - which may already end up forcing the character to eventually become LG in due time, but for now I'm more interested in if anyone has any advice on being a hellknight that worships Sarenrae.
6 people marked this as FAQ candidate. Staff response: no reply required.
Are any of the legal oracle curses restricted to particular races, such as the curses in blood of angels/fiends?
I ask because I want the legalistic curse on a non-tiefling but our group wasn't sure it was a legal choice.
Simple question, are the Patron spells tied to the familiar for a witch, since table 2-10 doesn't have patron spells listed on it I thought this was the case but I was not sure.
The Bonded Witch Half-Elf Archetype in the advanced race guide replaces the familiar with a bonded item, but it doesn't say what if anything it does to the Patron Spells, does a Bonded Witch still pick a Patron when they pick their Bonded Item?
Additionally, are the spells that the Bonded Witch is able to cast via their bonded item added to the Bonded Witch's Spells Known, or are they only usable via their bonded item?