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I like the Metal and Wood planes, but I will miss the PF1 lore of wood kineticists drawing from the first world.


Am I right in thinking this book has been left out of the pocket edition printings?


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I am running a PF1E campaign for my local university roleplaying society - introducing 18 year olds to roleplaying using it. It is going pretty well (and is the only non-5e game that was being offered).


Download finally done (GOG seems weirdly slow today - or I am extra impatient), now installing.


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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.


I like the unlimited use of bard song, but am not certain about it becoming a spell.
Perhaps it is required, until the book comes out in a couple of weeks I can't really see what is happening on the whole spells vs. Su abilities front, but it feels like it will make bard song easier to disrupt.


A link, now that there is one


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).


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Rolled out of bed on a cold, snowy, morning and started the day with this blog.

I can see the thinking, but... ummmmm.

I think I might just go back to bed and pretend this start to the day didn't happen.


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.


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So, like with Unchained, there is no raging for out-of-combat feats of strength?

Disappointing.
I understand that some people like some simplified math, but when it costs utility/comedy then it seems a net loss.


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I have really been not keen on PF2.
But now you have gone and put healing back in necromancy where it belongs and fixed one of the things that bothered me most about all of 3rd/3.5 ed.
Tricksy monsters, you may be winning me over.


ErisAcolyte-Chaos jester wrote:
shaventalz wrote:
Rysky wrote:
Mighty Squash wrote:

The spell "Drain Construct" on p.28 doesn't seem to have any text dealing with the fact it is a necromancy spell and constructs are immune to necromancy.

Or am I missing something?

?

I don’t believe Constructs are immune to Necromancy.

Looks like they are, unless otherwise stated. Didn't know about this myself until now. It's under Construct Traits.

Construct Traits (Ex) wrote:
Constructs are immune to death effects, disease, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), necromancy effects, paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). Constructs are not subject to nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. Constructs are not at risk of death from massive damage.
I believe they were referring to the idea that you cannot resurrect them using animate dead type effects rather than 'just necromancy' period. i imagine this should be the exception rather than the given rule. again we would need a paizo developer to confirm this, but i strongly believe pazio would not make a spell designed to fight constructs not work on its actual target.

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.


With how little PFS I have managed to find recently, my Nidalese character will likely still be first level when this comes out. I shall look forward to being able to tweak her to better fit the setting fluff.


The spell "Drain Construct" on p.28 doesn't seem to have any text dealing with the fact it is a necromancy spell and constructs are immune to necromancy.

Or am I missing something?


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Flicking through this book has just left me feeling that the core rules line has been devalued by this book's inclusion.
With so much setting specific reprinting, this book is just disappointing.

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.


Am I missing something, or is the Phantom Blade just a better (if less flavourful) version of the Ectoplasmatist?


If you are using it in PFS, expect some GMs to require you have have the feat - until there is an official answer otherwise. And I suspect an official answer otherwise is somewhat unlikely as a trait giving an improved version of a feat seems unintended.


The NPC wrote:

"Aberrant eidolons for summoners"

Paizo, are you trying to seduce me?

Paizo has to try?

But yes. For all that I want to hate Unchained Summoners, an aberrant eidolon could maybe make me play one.

2/5

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If Golarion doesn't have half-drow about the place, then why do Golarion specific splat books have a bunch of half-drow options in the first place?

2/5

Drow Heritage from Blood of Shadows appears to be PFS legal, if I am reading the addition resources right, and allows Half-Elves to be half-drow. Though as almost all Drow feats are not PFS legal it does not achieve anything much.

2/5

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.
The change in pregen rules is going to limit what tiers we can play significantly - as it will only take a couple of people being unwilling to take the risk with a pregen to leave us without a legal table.

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.

2/5

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....)


I am just disappointed that I can't play a Aspis Agent in PFS. Mechanically not exciting, but the fluff of a double agent would be so much fun.

I am working up to a Diabolist in PFS though, it seems pretty worth it - even if only used for a 1 level dip for the super pet.


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.


Prismatic Codex wrote:
I would totally use this on my spellbook and hit someone over the head with it, like a club.

Horror Adventures has an archetype for that..... (though, irksomely, its not a wizard one)


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.

2/5

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.

2/5

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Markov Spiked Chain wrote:
The boon text just says apply to your #-1, nothing about only at first level?

Check here

Tonya Woldridge wrote:

Hi!

The Welcome to Pathfinder boon is just that - a welcome and a way for brand new players to avoid an unfortunate first table.

It should be distributed to all new players. So whoever is coordinating the table should make sure their new players have it. I have sent it to VOs and event organizers over the past few months, so there are copies in circulation.

While no specific language is on the boon, the Welcome boon is limited to a first level XXX-1 character. This criteria will appear in the next Roleplaying Guild Guide.


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:

Druidic

All druids speak Druidic as a free language (it does not
count against their maximum number of languages
known). Druidic is available only to druids.
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:

You have a natural understanding of the Druidic language.

Prerequisites: Linguistics 1 rank, cannot be a druid.
Benefit: You gain a +5 bonus on Linguistics checks made
to decipher writings in the Druidic language. If you have 10
or more ranks in Linguistics, add Druidic to the list of bonus
languages available to you.

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...
Two levels of the Agathiel Vigilante (Spymaster's Handbook) can get you more constant or near constant natural attacks to add.

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.
It is looking like it would require a level of Kapenia Dancer, which doesn't fit the character concept well. I may just have to give up on the notion. But will look at vigilante options to see if something can be wrangled from that.


There are at least a couple of two handed finesse weapons. Is there any archetpe or feat feature anyone can think of to get around the light or one-handed piercing melee weapons limitations on most of the Swashbuckler class features? Slashing Grace gets around the piercing but not the handedness.


Has there still not been an official mention of this anywhere? Or is my search-fu proving terrible today?


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).


It does seem a little like this archetype may have been trimmed for space in the book, as it is quite confusingly incomplete as it is.

That said, it is far from the worse written archetype...


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.
I'm not saying you should play either race, but this archetype is one of the better ways to be a small character without taking any real hit for it.


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 am currently building a PFS character toward the Diabolist prestige class, just to briefly have two imp before retirement.

Though I am using the Asmodean Advocate for the "free" Imp familiar, as I'd missed the EAIB.

So hopefully the rule does not get changed.


I don't understand people who treat permanent Mage Armour as equivalent to slotless +4 bracers.
The big difference is dispel magic. Magic items survive being dispelled, permanent spells may not.

If you are unlucky your permanent mage armour might get wiped on the first encounter and leave you with nothing.


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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.

2/5

Thanks
For within campaign mode I will just make something up

2/5

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.
The text seems to assume parties will always be honest about that part of the adventure.

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.
That the archetype gives up elemental overflow means giving up the boost to stats that makes it viable for combat, and then giving up elemental defence as well means trading away pretty much every reason to play a kineticist for a payoff of almost nothing.

(Sorry, that degenerated in to rant of disgruntlement rather quicker than I meant for it to)


I was assuming the second, was just thrown by how evil the Death domain list was when looking at it with a good deity. You would have to be certain you liked the spells from your other domain.


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.


UMD a wand
Or have a friend (party member) who can use the wand you buy for the purpose

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