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I want to clarify exactly when a character gets a saving throw against a spell and the effect of that saving throw. This is for spells that don't have "Saving Throw negates" in the spell description. So for a spell such as Trial of Fire and Acid that specifies when the target gets a save, assuming the spellcasting is successful (all concentration checks made, etc.), does the target get an immediate saving throw to avoid the entire effects of the spell plus a save each round OR is the target affected without making any saving throw, and then makes the save per round to halve the damage for just that round? ![]()
Underwater Demolition is an alchemist discovery on page 191 of the Advanced Race Guide, along with two other discoveries. However, it is unclear whether these discoveries can be taken by non-grippli characters in PFS. From the additional resources page:
Quote:
These discoveries are certainly legal per the grippli entry as quoted above, and since they are not specifically restricted to just gripplis by the overall note at the top of the ARG entry I would assume they are legal for any alchemist. However, the specific mention of discoveries on page 44, and not those on page 191, makes me question this. So, are the alchemist discoveries on page 191 legal for all alchemists? ![]()
I rebuilt a PFS character with 1 XP into a vigilante for a game last night, 6-22 Out of Anarchy. The character is a kitsune stalker whose vigilante identity is a Pathfinder in his native kitsune form, who is in it to help kill people and take their stuff. His social identity is a human bum who sits on the street corner at the end of the adventuring day with "the end is nigh" signs occasionally yelling at people about the end of the world. (With profession beggar for his day job.) Quite literally a murder hobo. As you might expect the main identity is the vigilante - I don't expect the social identity to ever come up much or interact with the other PCs. For me this solves the dilemma of how to handle multiple personalities within PFS and it worked out well I think. Without saying too much about the scenario I was able to at least change into my social identity for a while during a roleplaying section to scout and gather information without drawing unwanted attention to the pathfinders. The rest of the time was spent in his vigilante identity. Mechanically, the vigilante identity worked out just fine considering he's only first level. I don't mind that hidden strike just uses d4s most of the time, although I have never played a rogue sort before. I like the fact that I had enough skills to contribute outside of combat, having put a rank in both diplomacy and bluff. Overall I was able to contribute without overshadowing the other PCs, enjoyed playing as a vigilante, and am excited to play the character more at higher levels. ![]()
Does the limitation on applying the effects of a vigilante talent marked with * "only when that hidden strike is dealt against a
Playtest document wrote:
Perhaps it's just seeing what I want to, but the way I read this is that the limitations are not inextricably linked, and since the rogue talent talent specifically calls out (only) that it counts "for the limitation of one per hidden strike" then it can be applied to any hidden strike attack. To me this makes sense balance-wise as rogue talents were written assuming they would be applied that often, rather than the more powerful vigilante talent effects that are balanced by not being applicable as often. I want to take bleeding attack and would like to apply it to every hidden strike attack. Otherwise I will just use the wounding weapon special ability. ![]()
I would like to submit a feature request for the website. This is mainly to support organizers and players of PFS. While I realize the effort required to implement and maintain this is non-trivial, I believe that providing the below tools and features on the website would put Paizo on a special level of community support. As the organized play campaign expands I believe that the level of excellence in tools to bring together local players should expand as well. Today every local PFS group needs to solve the same basic problems of organizing, communicating across the group, scheduling scenarios, etc. What I am thinking of is a way to create local PFS lodges within Paizo.com or some new domain. Each would provide a number of features accessible to members of that lodge.
I think one thing that will set this apart from facebook groups, warhorn sites, meetup groups, etc. is the low barrier to entry and the ability to drive new players to their local lodges. Every player is expected to register their PFS number on the website. Anyone logging in with a registered PFS number can be directed to their local lodge site by virtue of the fact that the events they play can be associated with that lodge (if there is one). This means you don't even have to search around or even be otherwise informed about its existence. The power of data ties it together. Yay data. ![]()
I present to you the PFS schedule for this year's PretzCon. You can register for individual slots on the PretzCon website. If you'd like to GM please email me at michael.lindner@gmail.com. Friday April 5
Saturday April 6
1PM - 5PM
7PM - 11PM
Sunday April 7
2PM - 6PM
Any GMs from out of town have first choice, and if there is something special you would like to run I would be happy to work with you. The only thing locked in with a GM right now is Rise of the Runelords: Thistletop on Saturday. ![]()
This is a new feat from the Blood of Fiends book. Blood of Fiends wrote: Benefit: When you shoot or throw ranged weapons at an opponent engaged in melee, you can choose to take a –1 penalty to your AC and gain a +2 competence bonus on your attack roll. However, when you roll a natural 1 on a ranged attack roll made with this bonus, you automatically hit a random adjacent creature that threatens your intended target. Would using this feat be subject to the no PvP rule in PFS? ![]()
In the Spells section for the Sorcerer (and similarly for Bards and some other spontaneous casters) is this language.
Core Rule Book wrote: Upon reaching 4th level, and at every even-numbered sorcerer level after that (6th, 8th, and so on), a sorcerer can choose to learn a new spell in place of one she already knows. In effect, the sorcerer loses the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged. A sorcerer may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level. I have a character that is currently Sorcerer 5 / Dragon Disciple 6. When I next level up and take another level of Dragon Disciple it will make my effective Sorcerer caster level 10. Can I swap out a spell at this point or would I have to take an actual Sorcerer level to get this benefit? Since I will gain new spells known as though I had 10 levels of Sorcerer, I could see being able to swap out spells, but I could also see this falling under "other benefits." This is for a PFS character, so I'm trying to figure out what RAW really is for this to avoid any issues at the table. ![]()
There is some inconsistency in the descriptions of a number of prestige classes. Not all prestige classes that grant an increased level to a spellcasting class have text granting the same benefits of increased spells per day, spells known (if a spontaneous caster), and effective caster level. Of particular concern to me is the wording for the Divine Scion class which states:
Inner Sea Magic wrote:
Notice there is no mention of increased effective caster level or spells known for spontaneous casters. So as written if I were to have 5 cleric levels, then take 3 levels in this prestige class the character would have an effective caster level of 5, not 8. Pathfinder RPG Core Rulebook FAQ wrote:
Can this be clarified to indicate whether the Divine Scion or possibly all PrCs with "+1 level of existing arcane/divine spellcasting class" are supposed to grant all 3 benefits? For reference:
Some PrCs leave out the bit about gaining spells known but do grant an increased effective caster level, such as Genie Binder, Balanced Scale of Abadar, Spherewalker, and Crusader. ![]()
I would like to get other people's opinions on whether the Taunt feat will work with the Blistering Invective spell to allow the demoralize attempt to use Bluff. Quote:
Quote:
The spell clearly says to make an intimidate check but the purpose of the check is to demoralize, so it seems to me that Taunt would apply. ![]()
I am planning on taking levels in the Living Monolith prestige class. I noticed that Ka Stone and Master Ka Stone are supernatural abilities but Greater Ka Stone is spell-like. Is this correct or was that 'p' supposed to be a 'u'? If it is right, I am interested in understanding why that is. Is it just a balance issue? |