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![]() Especially considering how often PFS games would have the problem of no-one in the group having the needed language. Now with languages being much harder to gain there will either have to be a significant drop in the languages needed in adventures or the game will simple become more frustrating/less fun. ![]()
![]() So Distant Realms give us the Quintessentialist spiritualist, who summons an exemplar rather than a phantom. it is an upgrade and faster to summon but the spiritualist is crippled and takes 1d6 damage per round while using it. Can anyone think of a way to make it a viable character? I love the convept but every way I look at it I can't find a way to make it playable (it really only seems usable for an NPC who is only expected a short shelf-life). ![]()
![]() It has nice flavour, but for the most part is just worse than a regular aether kineticist. (I do however want to play one, just for the silliness). There are some weirdnesses in it that may cause table variation - hopefully if this is made PFS legal it will get some minor clarifications. Especially as the archetype doesn't change the fact the blast used damages the thrown objects as well as the target. Rolling good damage could leave you Ioun-stone-less and unable to do anything. ![]()
![]() ErisAcolyte-Chaos jester wrote:
I am rather suspicious that the author of the spell just hadn't noticed that Constructs had this blanket immunity to a whole school of magic. ![]()
![]() Flicking through this book has just left me feeling that the core rules line has been devalued by this book's inclusion.
And the modernising of some of the few actual rule elements included seems a lot more about forcing the use of multiple elements of the book to only be used when used together than it does anything that would feel like improving the material. ![]()
![]() Playing in an area where the PFS population is small (we generally only manage 1 table a week, and have managed multiple simultaneous tables only a handful of times) and which does not have a useful tabletop gaming store (the nearest is a 5 hour drive away - and even that one is really a comic book store, nearer than that the only option is a dedicated Warhammer store that gets angry if people even ask about dice with more than 6 sides)... can be hard. Somehow we do have a VC, but his work schedule means he is rarely available or even in town. Some things hit us hard.
We have already had to make a gentleman's agreement about not checking players have the books for additional resources for anything available on the prd, just to have enough players with characters they want to play to be able to run tables at all. This thread has a lot of great suggestions, will have to see how many we can take advantage of. The lack of any local (non-warhammer) gaming stores is rather limiting. ![]()
![]() Anything and everything to overuse the Elemental Strike feat - to justify the money I spent on Inner Sea Races.... So far, Oread Ectoplasmatist and Sylph Deadly Dealer (which also justifies my Harrow Handbook, bought to make a summoner who was then made illegal before he had XP to be grandfathered in - not that I am still bitter....) ![]()
![]() For PFS, expect some table variation as to if you can get the 1 point of fire damage or not. The ability never says it does any damage, but common sense deduction says it should work just like having a torch. So some GMs will let you use it for that 1 point and others will say it does nothing and the rules are not definite either way. ![]()
![]() GM Bold Strider wrote: You can't have a familiar and animal companion in PFS, I believe.By the PFS FAQ on it FAQ wrote: If you have more than one class-granted animal companion (or eidolon), you must choose which will be considered the combat animal at the start of the scenario. In general, a mount, a familiar or mundane pet, and your class-granted animal(s) are acceptable, but more than that can be disruptive. Which may be interpreted to mean you can have a familiar and animal companion on the field at once, but definitely not an animal companion and an eidolon, while riding yet another pet. Like several other FAQs, it does not entirely prevent table variation.![]()
![]() Remember that Spiritualists get the cure spells, and have a semi-Cleric-y list. This means you can be a fall back healbot. If you don't want to fall in to that, don't remind other players they you have the spells or they will start expecting them of you. My, now 10th level, spiritualist has ended up doing more healing than anything much else while her spirit soaks hits for the earlier part of scenarios before often "taking the later parts off on personal leave". PFS players will treat your phantom as disposable even if you don't, on the logic it comes back after 24 hours. Your phantom will be able to do some cool things - several scenarios are made MUCH easier by a incorporeal spy - and you can get some handy buffs but it will be weaker than a summoner's eidolon for pure combat. ![]()
![]() Guise of Unlife from Spymasters guide is PFS legal. My Warlock just wanders around as his own vampire great-grandfather..... So far no other pathfinders have been too upset by a sun-loving vamp in their midst (he does not work at maintaining the lie very hard), though one paladin did check to see if I was evil multiple times in a game. ![]()
![]() Markov Spiked Chain wrote: The boon text just says apply to your #-1, nothing about only at first level? Check here Tonya Woldridge wrote:
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![]() My latest PFS character does actually worship Lythertida. He is an Ectoplasmatist with a necromancy focus (fluffed as teaching himself holy warrior-ness after failing to be accepted to Paladin school sort of because of worshipping Lythertida and mostly because he has little CHA). He follows her after he lost a close friend to a tragedy at a young age and wishes to save other children from suffering through what he suffered through. And Lythertida understands his pain... (in a slightly-less-emo-than-that-sounds way). (Mostly I just wanted to make a Chill Touch specialist who thinks of himself as an almost Paladin, wielding negative energy for a good deity.) ![]()
![]() I am assuming that PFS Guide wrote: trumps the Additional Resources: Inner Sea World Guide wrote: Languages: all languages on page 251 may be learned via the Linguistics skill; (though there should still possibly be an "except Druidic" tag in the additional resources). My question is if it trumps the Druidic Decoder Feat wrote:
from Faiths and Philosophies (which is a PFS legal feat). I think the feat's specificity should make it win over the general rule, but the guide vs. additional resources vagueness on Druidic made me think I should check with those who understand better. ![]()
![]() Supernaturalist Druid (Occult Origins) gets you claws and a bite at level 4 all day long. Unless you want the spellcasting then there is no real reason to stick with the archetype any further (and level four in it can also give you a large treant pet). Then you only need to multiclass to get a foot attack of some sort...
Most of the good rounds per day methods are already mentioned above. Mutagenic Mauler and Mutation Warrior can get okayish natural weapons, but take a bit too long to get there. Barb powers get similar faster. The totem tattoos mentioned above or three levels of Magic Warrior Magus (Inner Sea Intrigue) can get some good minutes per day of flexible transmutation that can get natural weapons (or possibly some fly). ![]()
![]() For reasons of character, not practicality, I was hoping to make a bladed scarf swashbuckler.
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![]() Frosthammer seems to be written very much to not be Cleric only, being that the introductory fluff text (not even included in the spell entry itself) says Priest of Kostchtchie, and then the spell goes on Ranger and Antipaladin lists as well. If Rangers can count as Priests of Kostchtchie then I have no idea how Oracles wouldn't. I think that list may be wrong about this spell. Frosthammer even has text to let Oracles base it off CHA. The other spells that are Oracle only or Wizard only have effects that only work for those classes. A spell that interacts with the casters Oracle curse is no use for a Cleric, and spells that affect preparation of spells or copying in to spellbooks are no use to a Sorcerer. ![]()
![]() I realise I am a little late to the "by why are they Outsiders" part of the conversation. But I thought they were somewhat modelled on Petitioners from Bestiary 2. They fit pretty well, anyway, and are Outsiders as it makes sense for them to be. Text tying phantoms and petitioners together somehow might help explain to people why they are not undead (if that is the design teams conception of how it works - I guess it is possible petitioners have been utterly forgotten about by the staff). ![]()
![]() Remember, the "weapon" the warlock uses is not affected by size or strength. So halflings for the dex and size bonus to hit, or wayang (if you are PFSing or in a game where they make sense) for all that and int, without loosing out on damage.
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![]() Snowlilly wrote: As a kensai standing on the front line, the difference vs. incorporeal touch attacks has been life saving on several occasions. Kensai have to jump through such hoops to get the spell themselves. It is good to have on, but it doesn't come as easily as it might. Thus making the haramaki approach rather appealing. ![]()
![]() I don't understand people who treat permanent Mage Armour as equivalent to slotless +4 bracers.
If you are unlucky your permanent mage armour might get wiped on the first encounter and leave you with nothing. ![]()
![]() The guide from this page covers the Warlock. Not in great detail, but it sorts the bases well enough to give you a feel for it. ![]()
![]() I'm running Dragon's Demand in Campaign mode for a local PFS group, and I can't find any reference to what to do with rewards etc if the characters steal things from Hunclay Manor in Chapter 2.
What would be an appropriate way to penalise the group for stealing a rather valuable collection of spellbooks? ![]()
![]() Kinetic Fists do allow for earlier threatening, but for more characters are vastly inferior to the blade. If the archetype around them had been much simpler, it could have been a lot of fun to use them. Getting them for no burn in exchange for ranged blasts seems a fun, if slightly weak, trade.
(Sorry, that degenerated in to rant of disgruntlement rather quicker than I meant for it to) ![]()
![]() My search-fu is failing me today, so: When a deity grants a domain with spells that have alignment descriptors opposing the deities, does the cleric get to cast them or may it just end up with some less useful domain spell slots? There are a couple of Empyreal Lords that offer Death, which has a lot of [evil] spells. One (Damerrich) even offers an evil spell as a spell-like with its Celestial Obedience.
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