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182 posts. Alias of Azothath.


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looking for some PF1 players in NE Georgia. Library in Clayton GA is available.
I'd prefer to GM in a PFS Org Play format if people need to learn the rules as it is easier than a home game situation and your character can be played at Conventions (Dragon*Con). Otherwise we can go Home Game with a PFS rulebase.
Otherwise we can do Call of Cthulhu, Stormbringer, or GURPS.

===
Hiawassee, Dillard, Clayton, Clarkesville, Demorest, Cornelia, Toccoa, Helen, Cleveland, Dahlonega...

4/5

Name: Füine Curavar, the failed sage
Alignment: CN
Race: wayang
Classes: Wizard(Dvnr) 11
Description: Going in with 4 7th lvl pregens and 2 11th lvl PCs(Wiz & Pharasma Clr) we failed to rout the main BBEG at low tier, the 4 pregens died. A sad torch song ending to the Scarab Sages. Scenario challenge is out of tier at around APL+6.

FYI:
bloodrager died due to neg lvls, then Wiz created 6 cures, then final combat where Paladin smited & down by antiPal, Wiz goes to cure & EFSph. Amenopheus Dim Door into EFSph and proceeds to Fireball every round, can't fail a save{EarPrcScrm DC21}. So Pal dead after 3r as Wiz is healing and Wiz is taking no dmg from FB as hey, he's a blinking Wiz with protections. Inquisitor died due to Con loss and area of efct negative levels (had 2 neg lvls at start, 2 Cldkills). Barbarian kills antiPal then dies from Con loss(2 Cldkills). Wiz rolls out of EFSph gets Pharasma Clr and DimDoors out. Wiz 0 neg lvls, Clr 1 neg lvl.

4/5

Musical Chairs-
If a scenario is all generics then could half the players at a table change seats to other tables halfway through the scenario?
Yes it's crazy but it's like musical chairs or a dance where you change partners. All players would stand and then GMs send out 1-2 volunteers from each table that sit OR tap other standing players who then have to find a new table as the new players sit. Chaos will ensue but it shouldn't take more than 10min and you can play some music while it goes on. Player's should be advised not to bring too much *stuff*.
Ofcourse it would be easier to just switch around the generics at the table.
yes - it's more suited for the kids area... I was going to suggest Color my Adventure(book) and Name that Fey!

===
I understand some ideas are more difficult to implement in the current format. I'm just trying to get some different ideas out there. Not all are practical in the Sagamore or may not be what you want.

Ahhh, so quests don't require generic tickets? If true then that should be clearly posted near the entrance (or maybe it was and I missed it).

I do remember the after muster seating of last minute players at HQ and the volunteers that GM'd the game changes.
What I was referring to was non-volunteers(or volunteers) running a PFS game at an open table in Sagamore without Con credit. I believe Paizo is responsible for gaming that goes on in the room and would need to collect tickets for that table as per GenCon rules.
If the area(table) was not in the Sagamore then that's different. I believe there is an open gaming area down near the vendor area. It would be inappropriate to send volunteers there but volunteers could direct 'open gamers' there if the Sagamore can not host them.

4/5

hmmm... 2019 is going to be a real mix as PFS and SFS go from PF1 to PF2 engine.

Will Paizo put a book vendor outside the sagamore THR & FRI with the new CRB2? Likely they'll sell out but it helps create a shorter line.

This will probably have the most varied offerings going on at once of any Paizo GenCon. I suspect that table top colors and mustering points(doors) and signage could be used to separate the flows in a rough manner. Otherwise might I suggest added a table top color banner to the base of the iconic banners to help sort things out.

I hope there will be a PF2 Demo at Paizo booth, PF2 Quests AND a transitional PF2 Scenario or three for regular tables with 'new' tiering, credits per level, Prestige, and 4hr(?) timeslots. Will there be a PF2 special? The interactive special should be mechanically simple and RP heavy to smooth the transition. Will PF2 GMs have some experience shown via credits earned during the Playtest period?

I assume yall will split the tables in regular play as needed between PFS, SFS (be they PF1 or PF2).

I'll go by dedicated areas;

Quests had it's own area, muster line, and tables. I'd like to see a PF2 Quest that went quicker, say 30min per 6 sessions to complete with 6 sections on the Chronicle for items and gold. Then a simple statement for XP. Too many neophytes thought they earned 6XP.

PSAcademy used the general table area with their own GMs and materials. It did seem a lot of overhead for their play, could they share space and GMs with Quests? They both introduce players to PF and this year learning PF2/SFS2 will be a priority.

PACG

Overnight... generally I'm sleeping but I know people that love it and it's trying to utilize unused space. Planning is the hard part as GenCon loves their tickets. I don't know what the numbers are but could they do 3-4 tables of an interactive that ran earlier? That might be more appealing as the interactives tend to sell out.

new ideas -
can people play just for fun without reporting & no chronicle so long as the table is a legal one? There's no option for this unless it's a "replay for no credit" and if their character dies it's a loss of a number or possible character. Call it Auditing a class. If it's the whole table they can play outside of PFS and have fun.

while GenCon loves its tickets could 'at will' GMs pick up a scenario (offered at the con) and run an impromptu game at a unused table using generic tickets? The marshalls would have to pick up their tickets.

There are 'cruisers' out in the halls looking for things to do. Could a GM go out there and run a game on a table?

As the Sagamore isn't partitioned and has specials every evening, it doesn't lend itself to staggered start times.


I don't think Paizo is silly enough to cut off a product line just because another comes out(see lessons learned under 4.0), so PF1(E?) will continue in some format. Sure they want people to transition to PF2 and SF2 as it's the new product line. I don't think chicken little will make another début. I'm thinking of it as a new product line of shoes... which fits you better? Have you tried the new one?


side chat: to date the most egregious use of design power in a DnD 3.5 published product that I played in/GM'd was a 3.5 spin off product line (2nd party publisher product). The scenarios and theme of the system were interesting. In a scenario a demon that possessed PCs had a +6 insight bonus to AC, besides being incorporeal with a high Dex... lol. Ofcourse earlier they also had a purple worm in a Tier 1-5 scenario... lol... so much heavy handedness for drama on the train ride. choo chooo!

I don't think Paizo is anywhere near being that loose with the rules or game balance.


graystone wrote:
My Life Is In Ruins wrote:
I'm sure anything not to spec gets looked at. Of course there's seniority, creativity, and the cool factor.

And sometime they are just wrong. ;)

And that's what makes it difficult figuring out issues if they 'color outside the lines' on a regular basis.

...

<grin> I think you are arguing for uniform consistency. That would be nice.

Sadly at it's core, the model is not consistent and a lousy model of reality. It's only saving grace was its statistical nature and that seems to have been done away with. Newtonian physics has far greater accuracy and precision. It is a very sad state of affairs.
This is why it is a work of art. Warts and blurry parts are just part of that experience. I'm not making excuses for artistic effort, just explaining what it is.


graystone wrote:
My Life Is In Ruins wrote:
I'm sure anything not to current RAW (writing to specifications) gets extra eyeballs on it.
In this situation, if an adjustment was needed and the Improved Critical (touch) is illegal, there as a perfectly legal way to do it: add "with a crit range of 19–20" to the Cursed Wound ability. That does the same thing with no fudging needed AND it doesn't give the wrong impression by making it clear it's limited to THIS ability. I'm all for the "old school GMming" approach, as long as you make it clear that's what you're doing.

I do, that's why I call it my home game 8^)

I don't know the process at Paizo. I'm sure anything not to spec gets looked at. Of course there's seniority, creativity, and the cool factor. We all want new stuff. There are limited permutations within specifications. My crystal ball of RAI and original intent has never worked quite right anyways, I think a demon of desire with senility, dementia, and oldz-timers has taken up residence in there.


on monster design: There's an effect and a desired threat, you try to model that. Sometimes critters fall a bit shy of their threat range by CR and some things are set by HD (BAB etc), so a monster feat or template is used or created to bridge the gap. That's pretty standard old school GMming.
Like any GM there's taste and style and each person has their own. Some run closer to RAW than others.
I'm sure anything not to current RAW (writing to specifications) gets extra eyeballs on it.

4/5

as the issue is caused by an interaction of feats, for PFS it's probably best to see if there is a Clarification Request or hit the FAQ button.

As with Metamagic feats the user gets the worse option.


If the question is specific then the answer will be specific rather than the GM making a judgement. It's just a difference in play style and where perceived power lies.

Why the request was made can be nebulous; distrust of GM, wanting to be in control, thinking that's how it's done, GM asking player for metagaming input to make it clear and easy, trying to be literal. It is not really worth it to try to figure out the intent.

4/5

rather than create a debate in this thread, the request for a clarification has been made.

4/5

okay...

Alchemist,APG wrote:

Description ... Rather than cast magic like a spellcaster, the alchemist captures his own magic potential within liquids and extracts he creates, infusing his chemicals with virulent power to grant him impressive skill with poisons, explosives, and all manner of self-transformative magic.

Alchemy(Su) ...In effect, an alchemist prepares his spells by mixing ingredients into a number of extracts, and then “casts” his spells by drinking the extract. When an alchemist creates an extract or bomb, he infuses the concoction with a tiny fraction of his own magical power—this enables the creation of powerful effects, but also binds the effects to the creator.
...
Although the alchemist doesn’t actually cast spells, he does have a formulae list that determines what extracts he can create. An alchemist can utilize spell-trigger items if the spell appears on his formulae list, but not spell-completion items (unless he uses Use Magic Device to do so). An extract is “cast” by drinking it, as if imbibing a potion—the effects of an extract exactly duplicate the spell upon which its formula is based, save that the spell always affects only the drinking alchemist. The alchemist uses his level as the caster level to determine any effect based on caster level. Creating extracts consumes raw materials, but the cost of these materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract.
...

so it's a mix of things (there's some ambiguity).

the formula list is a spell list. The method of the "casting" is different with the alchemist.

secondly when the list is pulled into a spellcasting class it loses the original casting method and is cast as the class that absorbs it.

additionally wizard spell list --> witch and alchemist spell list. Mythic Past Life would allow that relationship to turn about (for one or many classes, depending on how the clarification goes).

4/5

Michael Eshleman wrote:

For the samsaran alternate racial trait mystic past life, do you select only one spellcasting class from which to select spells, or can you select two or more spellcasting classes from which to select spells?

Here is a recent thread discussing the topic.

Nefreet wrote:
^ that, plus "Can you select Psychic spells with Mystic Past Life?"

Is the Alchemist spell list a legal target for Mythic Past Life?


Gilfalas wrote:

Assuming the character has the appropriate knowledge skill for the creature being identified, is asking what it's weak save/s is/are a valid use of the skill OR do you make the roll and take whatever information the GM gives you?

Or is it some combination of both?

...

Monster Lore, CRB:

You can use this skill to identify monsters and their special powers or vulnerabilities.

Check: In general, the DC of such a check equals 10 + the monster’s CR. For common monsters, such as goblins, the DC of this check equals 5 + the monster’s CR. For particularly rare monsters, such as the tarrasque, the DC of this check equals 15 + the monster’s CR or more. A successful check allows you to remember a bit of useful information about that monster. For every 5 points by which your check result exceeds the DC, you recall another piece of useful information.
{table of monsters and Knowledge fields}

you get useful bits of information.

so the reason players ask a question or get more specific is to define what they think is useful at the moment. Technically the GM can give you what he wants and thinks is appropriate. GMs are usually trying to help and stay within the rules and in theme.

you can ask what is its weak save. It is the same level of metagaming as asking DR, resistances, SR, or other stat block notations. It is done for expediency. The risk in asking for specific things is you may get a "no" or "none".
Sometimes literalness gets carried away in organized play and people think it's the only legal way to ask a question. That idea is patently false. It does cut down on the variability of the answer.

Part of a GMs job is to interpret what players say into game rules. Personally I think a player should ask, "how do we kill it quickly!" or "I'm a spellcaster, how do I affect it?" as those are very sensible questions.

I think you can also use Knowledge skills in a negative way. Knowledge(nature) will tell you that something isn't natural (aka unnatural). It doesn't tell you what it is, but will tell you it's not in this field of study.

===
on Undead, the funny thing is animals recognize them as unnatural and won't attack them, in fact you have to take "attack" trick twice. How do they do that without Knowledge(religion)?
almost all low level undead are recognizable as mobile dead bodies or parts of bodies. If the body/part isn't on a string and dogs run away from it that might be a clue. They probably smell dead also. Time to get a buzzard pet.


no

examples; Spectral Hand, Shocking grasp with reach metamagic at +1 category, Force Anchor.

other posts back in 2015


this is a case where specific wording in a description overcomes the general rule.
If the gloves (like Magic Fang) had more generic words like,
"gives one natural weapon or unarmed strike of the subject an added 1d6 of lethal acid damage to damage rolls"
you would have been good.


See the FAQ Core Rulebook on unarmed strike and Magic Fang.
While the gloves are slot(hands) and the style says, "Flying Kick: The monk leaps through the air to strike a foe with a kick. Before the attack, the monk can move a distance equal to his fast movement bonus. This movement is made as part of the monk’s flurry of blows attack and does not require an additional action. At the end of this movement, the monk must make an attack against an adjacent foe. This movement may be between attacks. This movement provokes an attack of opportunity as normal. The attack made after the movement must be a kick."

Unfortunately the style wording is very specific and the gloves have similar wording. I want to say "yes" but the specific wording between the two descriptions argues "no" and they are not a cast spell like Magic Fang where the caster can control where the spell effect goes. So NO.

I think you need to ask your home game GM. After reading the three references he may say yes. The simple solution is Deliquescent Boots.

For PFS I think the answer is going to be a consistent "no".


toastedamphibian wrote:

Why you gotta assume I'd be adventuring? Could just drag all my victims to my workshop, and make a day of it...

Extended Death Knell on a 6 hd creature gets you 2 hours. Increase dc by 5 to double progress gets you 500gp. Tiny poppet price is 310... would need 2 days and charges for a small.

The FAQ quoted above refers to Ability Scores, not caster levels.

I think you are confused. Death Knell is not required to craft poppets nor is it required for any enhancement listed in Adventurer's Armory 2.
Poppets appear in AdvtrArmory2 pg 30.
Craft Poppet Feat (Item Creation) 1st level lets you craft them.
However;
basic poppets(tiny) Requirements Craft Construct or Craft Poppet, make whole, mending; Skill Craft (carpentry) DC 15; Cost 160 gp with a listed price of 300gp.
poppets(small) Requirements Craft Construct or Craft Poppet, make whole, mending; Skill Craft (carpentry) DC 18; Cost 500 gp with a listed price of 900gp.
A creature with a familiar can select a poppet as his familiar.

for PFS Addt'l Res Feats: The feats in this book are legal for play except Craft Poppet and Modification Master.

If you are using Death Knell to increase your caster level I would read the spell more carefully. "Additionally, your effective caster level goes up by +1, improving spell effects dependent on caster level. This increase in effective caster level does not grant you access to more spells. These effects last for 10 minutes per HD of the subject creature." So it's more like Magical Knack than Bull's Strength. I'm afraid you'll have to slay your victims of suitable HD and CR to gain experience to go up that level.


bbangerter wrote:
My Life Is In Ruins wrote:

so you go over to Archives of Nethys and search on 'energy resistance' or 'resist energy'.

Energy Resistance (armor/shield quality). Then read it and look at the bottom, Requirements Craft Magic Arms and Armor, resist energy; Price +9,000 gp. That tells you it uses the spell resist energy. Sometimes if it 'stacks' it will say so in the item description. Nope, doesn't say it stacks for the Quality.

This isn't a thing. A magic item being based off a spell has no bearing on its ability to stack with the spell itself. Otherwise for example you could not wear a Ring of Continuation and also have a mnemonic enhancer spell active at the same time.

...

umm, I didn't say that so you are reading into my post. I assume you did not read the follow up post.

If the effect from the spell used to create the item stacked with the same bonus it would say so in the item description or in the spell description. The type and detail of the bonus comes from the spell.
The reference to stacking is required as two paragraphs down it becomes relevant when bonus types and stacking are addressed.
mnemonic enhancer isn't a bonus listed in the 'general rules' link. You are comparing different things and thus draw the wrong conclusion about what I said in the first part.

clearly I am leading the initial poster through the process of how to research and answer the question. This is a simple thing but you have to gather info as you go and sometimes it will be relevant and other times not. Hopefully in the future he can research and answer his own questions and increase his understanding of the game system.


cool!
I would throw your awakened friend a naming party.

There are several ways to get your companion back, in a way, depending on your alignment. We'll go with the good ways.

The best way is just to get another companion of the same race/species.{see your class for the details} Mechanically the build and scores will be the same. As it's a home game there may be some tweaks. No cost, no muss, no fuss, RAW and simple, 24 hrs later...

Talk to your GM, he may allow the creature to continue as your animal companion. It's not RAW but it'll work out.

all the other ways cost money, cost a feat, require engaging in questionable spellcasting procedures... Limited Wish to reverse the wild magic(is that really a nice thing to do?), Simulacrum, Polymorph any object, Sacrifice, killing your companion and casting Bestow Curse, Clone, Raise Animal Companion, or other bad things...


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for the Name-Keeper Shaman the bonded wayfinder has to be worn or held in hand (meeting either requirement and the slot for a slotless item). It does no good in a handy haversack or extra/nondimensional space. A user could wield it but it is an improvised weapon with negatives to hit and doing minimal damage, so why make a bad choice.
As it's a damaged wayfinder that works for the Name-Keeper alone, it can be repaired using Make Whole (NPC casting at double level is 2*10*10gp=200gp) to work for anyone (as a wayfinder).

Slotless Wondrous Items:
These wondrous items do not adhere to a specific slot, and are often carried by a character in a way similar to a potion or wand, worn on some part of the body that doesn't correspond to an item slot, or are otherwise utilized in a particular way detailed in the item's description. Slotless wondrous items range through the gamut of appearances and functions, and, generally, if a magic item doesn't fit into any other category it appears here.

Anyone can use slotless wondrous items unless specified otherwise by its description. These wondrous items are usually use-activated or triggered by a command word, but details vary from item to item.


so there are two 'camps' on this. The extremes would be 'have fun' to 'strict RAW'. It's description and flavor text versus rules text. Rules text defines or describes a mechanical effect. Everything else is flavor text or descriptive text that doesn't mean much for the mechanics of the game. As the game is not uniformly consistent there are problems in a strictly RAW approach.

Clearly the game is an adult version of the child's game "Let's Pretend". Sure, flavor means something. Every GM is going to have to interpret what that means.
All of the books are written in a descriptive conversational english style and are meant to have some wiggle room in the interpretations so the game is flexible and meets many people's desires to do magical and fun stuff.

all that being said, in a Rules forum 'good' answers are going to be close to RAW(Rules As Written). That's because anybody can make up stuff and do what they want. Following the rules isn't easy especially when it comes to tricky stuff. Luckily that isn't the case here.

Spells were added to the bottom of magic items to clarify how they work. That way people could go look up the spell to get the details. If there was an exception it was in the description of the item. Generic conversational descriptive text does not make an exception.
There are amusing descriptions that mix the spell and detected aura, see Greater Hat of Disguise. One has to assume that it is like alter self (as that's the quoted spell).


Worthless Pawn

while the trait is PFS legal, no Great Old Ones{scroll down a bit} is a PFS legal deity and thus the "Requirement(s) any Great Old One" cannot be met. 1 WIS damage... lol... I suppose you could put a potion of Lessor restoration in the pastry cream of a donut.


I would guess that permanent is permanent, until you don't have the item.

for a specific class, like wizard;
Generally Wizard level = Level or Character Level but is not guaranteed.
Wizard level (or Wizard) ≤ Caster Level. Magical Knack is usually used to increase effective Caster Level.

As the feats say 'Caster Level' and there's no special text about actual wizard level you are good to go.

One problem might be access to the spell you are trying to enchant, that may require an NPC or many scrolls and can get expensive.
There is a loophole about +5 DC for each requirement you don't meet(easy in most cases) but a prerequisite must be met.

Magic Item Creation:
To create magic items, spellcasters use special feats which allow them to invest time and money in an item’s creation. At the end of this process, the spellcaster must make a single skill check (usually Spellcraft, but sometimes another skill) to finish the item. If an item type has multiple possible skills, you choose which skill to make the check with. The DC to create a magic item is 5 + the caster level for the item. Failing this check means that the item does not function and the materials and time are wasted. Failing this check by 5 or more results in a cursed item.

Note that all items have prerequisites in their descriptions. These prerequisites must be met for the item to be created. Most of the time, they take the form of spells that must be known by the item’s creator (although access through another magic item or spellcaster is allowed). The DC to create a magic item increases by 5 for each prerequisite the caster does not meet. The only exception to this is the requisite item creation feat, which is mandatory. In addition, you cannot create potions, spell-trigger, or spell-completion magic items without meeting its prerequisites.

While item creation costs are handled in detail below, note that normally the two primary factors are the caster level of the creator and the level of the spell or spells put into the item. A creator can create an item at a lower caster level than her own, but never lower than the minimum level needed to cast the needed spell. Using metamagic feats, a caster can place spells in items at a higher level than normal.


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so you go over to Archives of Nethys and search on 'energy resistance' or 'resist energy'.
Energy Resistance (armor/shield quality). Then read it and look at the bottom, Requirements Craft Magic Arms and Armor, resist energy; Price +9,000 gp. That tells you it uses the spell resist energy. Sometimes if it 'stacks' it will say so in the item description. Nope, doesn't say it stacks for the Quality.

Then look up the spell resist energy as the items effect derives from that spell. Resist energy overlaps (and does not stack with) protection from energy. If a character is warded by protection from energy and resist energy, the protection spell absorbs damage until its power is exhausted.

Also from the general rules A resistance bonus affects saving throws, providing extra protection against harm. Multiple resistance bonuses on the same character or object do not stack. Only the highest resistance bonus applies. Also from Special Abilities(for tiefling later), When resistance completely negates the damage from an energy attack, the attack does not disrupt a spell. This resistance does not stack with the resistance that a spell might provide.

If a character had energy resist fire 5 score{tiefling}, ring of fire resistance 10, an amulet of elemental strife (resist energy fire 5 for a fire elemental), and a Cloak of Resistance +1 it would result in a energy resistance of 10 for fire and a +1 on all saves. The ring has the best fire resistance and the cloak is a different bonus. Versus a lightning elemental the character would have resist fire 10(ring), resist electricity 5(amulet or racial), +1 on all saves.


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A cleric casts divine spells which are drawn from the cleric spell list. Her alignment, however, may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A cleric must choose and prepare her spells in advance.
...
Chaotic, Evil, Good, and Lawful Spells A cleric can’t cast spells of an alignment opposed to her own or her deity’s (if she has one). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions.
...
A cleric’s deity influences her alignment, what magic she can perform, her values, and how others see her. A cleric chooses two domains from among those belonging to her deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain. If a cleric is not devoted to a particular deity, she still selects two domains to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies.
...
A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player’s choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric channels positive or negative energy (see channel energy).
===

Empyreal Pantheon trait lets you unrestrict Law or Chaos (adding Good to it) if they are restricted.

(non-PFS)Channler of the Unknown Cleric archetype allows ignoring of alignment restrictions on casting spells.

Inquisitor Infiltrator archetype unrestricts the opposite.


YE,SHOU-ZHEN II wrote:
... there is no game can play......

that statement is untrue in (american) english, so you may mean something else. I think english is not your native language.

The simple answer is to try different classes until you are Second level. Try the Arcanist one game, then the Kineticist the next game, and then the Bloodrager the third game. See what you like. Create a Second level character using the 3 chronicles you got from playing.

Generally if you do simple stuff the rules are not a big deal. If you do complicated stuff it gets complicated.

see The Guide for rules on creating a character.

To paraphrase;
You can play a pregenerated character and not worry about equipment and see how you like the class.
You can play a character you create and keep track of what you expend (if your character drinks a potion of cure light wounds that you bought the 50gp is gone and non-refundable, same with regular arrows that you shoot and hit with).
You can rebuild the character before each game until you have 3 XP, then you have to decide and stick with one design/write up.

If you really want to play a Wizard there are 4 classic builds for PFS that work well; Wizard(Diviner) with Spell Focus Evocation, Wizard (Evocation - Admixture), Wizard(Conjurer) with Spell Focus (Conj) and Augment Summoning, Wizard(Enchanter) that 'buffs' the party. Bloatmages, Thassalonian Specialists, Necromancers, Illusionists, Transmuters, Mystic Theurges are fun BUT not as powerful as the others.


Exploiter Wizard is from the Advanced Class Guide.

ACG wrote:
Exploiter Exploit: At 1st level and every 4 levels thereafter, the exploiter wizard gains a single arcanist exploit (see page 9). The exploiter wizard uses his wizard level as his arcanist level for determining the effects and DCs of his arcanist exploits. This ability replaces arcane school.

Extra Arcanist Exploit feat "Prerequisites: Arcanist exploit class feature."

so the archtype lets you take arcanist exploits but does not give you the "Arcanist Exploit class feature".
So by the rules as written(RAW), no. The Exploiter Wizard Archtype does not have the prerequisites for the Extra Arcanist Exploit feat.

In a home game you would probably get a yes.


it is super rare that an employee of Paizo would answer a question that is binding to Organized Play. Answers are given in Campaign Clarifications, FAQs, and at time via blog posts. We all have to interpret the really tricky things from those and the rules as written(RAW) in the various books.
Here we can just post our opinion with some quotes from the rules or point you to the rule that applies.


good idea. Unfortunately it is going to take Extra Revelation as Warsighted traded out the revelations at 1st and 7th.
I could delay Furious Focus and substitute in Extra Revelation(Nature's Whispers) at L5 for +4 to AC.


Equipment
at 3rd; Aegis of Recovery, chain shirt mithral MW, greatsword cold iron MW, sap, guisarme MW, (2) dagger obsidian, composite longbow +3 STR whipwood MW, (20) arrow cold iron 10 w WpnBlch Silver, (2) spring loaded wrist sheaths, Wand Cure Light Wounds 1@1, Wand Protection from Evil 1@1, Wand Obscuring Mist 1@1, Wand Tap inner Beauty 1@1, Scroll Magic Weapon 1@1[2], Scroll Divine Favor 1@1[2], Potion Cure Light Wounds, (2) alchemist fire, 1 antiplague, 1 antitoxin, 1 holy water, wooden holy symbol, leather backpack, bandolier(8), flint & steel, soap, iron pot, mess kit, explorer outfit, horse ration[7], adv horse war trained, military saddle, bit & bridle, saddlebags. I need to buy field ration[6], (2) waterskins.


I have a character for Organized play (PFS) that I'm playing. As it has been awhile that this combination has been chatted about, I'll throw this out for discussion.

Ability scores: STR 16, DEX 10, CON 12, INT 11, WIS 10, CHA 18

LG Magdh(wpn:scythe)

T1: Magical Knack(oracle)
T2: Blade of Mercy
F1: Power Attack
L1: Paladin 1(Fav'd Class); Detect Evil, Smite
L2: Oracle Mystery:Nature Archetype:Warsighted (Martial Flexibility), Curse:Legalistic, Channel:Pos
F3: Weapon Focus(Greatsword)
L3: Paladin 2; Divine Grace, Lay on Hands
- at this point there are two ways to go -
A4: +1 STR (+1 INT would be nice, but...)
L4: Paladin 3; Aura of courage, Divine health, Mercy(Deceived)
F5: Furious Focus
L5: Paladin 4; Channel positive energy for LoH[2], smite evil 2/day
L6: Paladin 5; Divine Bond(Weapon)
F7: Step Up
L7: Paladin 6; Mercy(Dazed)
A8: +1 STR
L8: Paladin 7; Smite 3/d
F9: Extra Rev: Nat'l Divination
L9: Paladin 8; Aura of Resolve
L10: Paladin 9; Mercy(Confused)
- or desiring more Oracle abilities and the Revelation at Orcl3 -
L4: Oracle Myst Spl(charm animal)
L5: Paladin 3; Aura of courage, Divine health, Mercy(Deceived)
L6: Oracle Revelation
L7: Paladin 4; Channel positive energy for LoH[2], smite evil 2/day
L8: Oracle{@4th effective CL 6} Myst Spl(barkskin)
L9: Paladin 5; Divine Bond(Weapon)
L10: Paladin 6; Mercy(Dazed)

I think the first progression is better.
Rather than the Mercies Sickened then Diseased which can be cured by spells I chose Deceived and Confused. The character is also fey focused and these are handy when dealing with fey.

4/5

Determining Tier:
Scenario Tiers are a range with a possible gap in the center. Low Tier is the lower number range and high Tier is the higher number range. The range in between (numbers left out) is called Out of Tier(OoT). The numbers are the expected average level of the player group, or Average Party Level(APL).

To Determine what Tier a party will play
1) Determine APL.
   APL = (sum of character levels)/(number of players). A pregenerated character acts as a player.
2) Round APL
   If remainder is 0.5 then players may choose higher or lower nearest whole number, otherwise round to nearest whole number. This number with player adjustments will be used to determine the Tier by comparing it to the Tier ranges.
3) Adjust for Season
   a) If Season 0-3
      If APL is OoT then if 4-5 players play low Tier, else if 6-7 players play high Tier,
      otherwise play in Tier.
   b) If Season 4+
      If APL is OoT then if 4 players play low Tier with no four-character adjustment, else if 5-7 players play high Tier with four-character adjustment,
      otherwise play in Tier.
4) If APL is OoT and if no player character level is within high Tier players may choose low Tier and if so play low Tier with no four-character adjustment.

4/5

Generally a robust method should encompass two standard deviations (about 95% of normal distribution) from the normal average.

You can tell by the reported data how the CR scaling works for scenarios/modules(reported prestige and permanent death rate). A temporary death rate or 'player challenge' rating would give you more insight into the CR scaling. Is it worth it? hmmmm...

The goal of a public relations effort is to create good will in a enjoyable environment to show customers the value of your product.
The challenge should be moderate to easy. I'm sure some salesmen would say the challenge should be easy and produce sales. There's some wisdom in that.

I'm ending my commentary here on this topic as the status quo is reasonable and determining Tier is relatively simple process with about 6 decisions. Maybe some clarity in writing the process is needed?

4/5

two large factors not considered by CR and APL is group abilities and efficacy of character design. You could rate a group using a laundry list of checks and efficiency by Dmg/r with bumps for DR bypassing etc, Heal/r, or (MaxDmg with metamagic bump or buff/deuff rating)/r.
Of course that would make things MORE complicated.

The core of the issue is CRs for APL is not linear and as level rises CRs fall behind the power curve.


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iso files are different - that's a disk image. chatty reference and you burn it differently using your writing application.
Once you burn the disk image on the media, put it back it in, it'll be formatted and will probably show up as files of a video type.
The iso file is a compressed file much like a zip file of a disk. You could extract the files and write them individually to a disk using your hard drive as the intermediary.

data disks contain data and the burner formats the disk for data and then writes the data. Computers that read the disk read the format and go - oooo data, "0A17 9638 4567 BCDF..." (I could say the difference is like binary files versus text files, both are data but are read/write differently).

writing files (movies) formats the disk and then writes whatever files you have, so it mimics a hard drive. Computers that read the disk go ohhh... format... folders and files...

The iso file is the file and the data all together. It just has to (assemble and) write it to the media.


If you are trying to rationalize things in comic books or TV shows, well, writers are not scientists <grin>. Often the Dean Drives of this world just seem plausible on the surface and that's enough for the application. Believeability keeps the readers/watchers engagement and doesn't break the flow of the story.


personally I find the Flash TV series to be like "young fiction", not very good on average. Dumb at times. It reminds my that TV shows are all about getting you to watch the commercials...

4/5

got it...

4/5

in a practical manner at the end of First level he should have about 1650gp. Probably a MW weapon and misc potion/alchemical items will put the mithril shirt out of reach as most people tend to keep what they purchase and use a few consumables(potion of cure light wounds, antiplague) on the way to Second level.

My advice is to play a pregenerated character for the first three scenarios and create a Second level character with the gold you have. You miss out on Dayjob rolls but the pregens have some free stuff to use.

I tend to make mistakes when I'm tired (UTC -5)... *sigh* being human.

4/5

Kalindlara wrote:
In addition, I'd look up how the "sell at half" rule works when you're still in the first-level rebuild period. (I'm on my phone right now or I'd double-check myself.)

You can freely rebuild as a First level character (except for expended items).

Most people forget or can't do it as +1 weapon enhancement comes in at +2000gp which is beyond First level earnings.

4/5

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Justasking4afriend wrote:
{numbered for clarity} Hi I'm new to pathfinder society and I wanted to make a character so I can hopefully play at the upcoming paizocon in May, so I was wondering if you guys can tell me if my character I created with my GM friend is legal. 1) Basically he is a sylph inquisitor of Cayden Cailean, 2) I rolled for my ability scores in front of my friend and adjusted for race, 3) also I took the weapon finesse feat. 4)I didn't do a archetype, 5) just switched out one of the racial feats for one on the list of possible choices. 6) He uses a rapier, which is why I chose weapon finesse, and a short bow. Is this within the legal bounds? I'm not sure, any help or question will be helpful.

1) you will need a 'Race Boon' to play a Sylph. ooops! Sylph race is open this Season (thanks SCPRedMage) but you will need the Advanced Race Guide.

* Inquisitor is legal if you own a copy(pdf or paper)of the Advanced Player's Guide(APG) or have a legal copy of it. In PFS you need to have a legal copy of the source to use the rules in it.
* Cayden Cailean is a legal choice for deity.

2) PFS uses a 20 point ability score buy, no rolling.

3) Weapon Finesse is legal and falls under what is called the core assumption, so PFS assumes you have that source material and don't need to have it. You get a Feat choice at First level.

4) no problem

5) again, you need to have a legal copy of the source to use a rule in it. Hopefully that rule was in the APG which you used for the Inquisitor class.

6) rapier and shortbow, good, again core assumption (CRB).
advice: In PFS it's buy at full and sell at half. This means you want to avoid selling back items if possible as you lose half your gold every time you do it. You might want to buy a MW composite longbow later.

A cold iron rapier might be better, it will cost 40gp rather than 20gp.
For 60gp you can have an NPC cast Masterwork Transformation on your cold iron rapier to give it the masterwork quality +1(+0). You can only have 1 masterwork transformation at a time...

Leather armor is 10gp and relatively non-restricting.

4/5

kaisc006 wrote:
... Luckily I was at GenCon and ...

At GenCon ask an Orange Shirt(HQ/Staff), they're all about. Paizo staff are sweet people but they can be there for fun or just chatting and it's not really their job to settle table issues. They can but it may put them on the spot.

4/5

from that guide

Overall in PFS I suggest you play a pregenerated character for your first three games. Then you create a second level character with about 1650gp. It's way easier.

Otherwise, you start with $150 and an Explorer's Outfit (leather boots, cotton socks, leather breeches with pockets or a skirt, leather belt, muslin shirt & undies, cloth jacket with leather patches and pockets, leather gloves, cloak with pockets, scarf/bandanna, wide brim hat or turban).

1. Buy one of the following kits;
A. Fighter's Kit $35.87 (backpack, bedroll, belt pouch, flint and steel, iron pot, mess kit, 50ft silk rope(+$9.75), soap 1/2lb, torches (10), trail rations (5), waterskin for $9+9.75). Add; bandolier(holds 8 small items, Mov actn to retrieve) $0.5, caltrops (4) $4, cup $1, coffee pot $3, coffee 1lb $0.05, gear maintenance kit $5, grappling arrow $1, iron spike (4) $0.2, sack $0.1, shovel $2, sugar 1lb $0.05, weapon cord (2) $0.2, whetstone{UltEquip} $0.02.
B. Cleric's Kit $38 (backpack, bedroll, belt pouch, candles (10), cheap holy text, flint and steel, iron pot, mess kit, 50ft silk rope(+$9.75), soap 1/2lb, spell component pouch, torches (10), trail rations (5), waterskin, wooden holy symbol for $16+9.75). Add; bandolier{UltEquip}(holds 8 small items, Mov actn to retrieve) $0.5, bucket(or seat) 1gal $0.5, glass flask (3) $0.09, honey 1lb $1, mint 1lb $0.05, silver weapon blanch{UltEquip} $5, spring-loaded wrist sheath{AdvArmory}(potion or scroll) $5, talc powder(invis detection) 1/2lb $0.01, tea pot $0.1.
C. Rogue's Kit $87.43 (backpack, bedroll, belt pouch, caltrops, chalk (10), flint and steel, grappling hook, iron pot, mess kit, small mirror, pitons (10), 50ft hemp rope(for traps), soap 1/2lb, thieves' tools, torches (10), trail rations (5), waterskin all for only $50). Add to it; ball (rubber 2”) $0.8, bandolier(holds 8 small items, Mov actn to retrieve) $0.5 , bear trap $2, caltrops (4) $4 for a total of caltrops (5), crowbar $2, fishing kit $0.5(useful for traps), magnet (2) $1, bag marbles (4) $0.4, marked cards $1, hollow pommel(weapon of choice) $5, 50ft silk rope(for climbing) $10, spring-loaded wrist sheath(2) $10, 50ft string $0.01, weapon cord (2) $0.2, whetstone $0.02.
D. Arcane spellcaster $27.62 (the Wizard's Kit is too expensive and heavy); a leather backpack $2, bandolier(holds 8 small items, Mov actn to retrieve) $0.5 , bedroll $0.1, ink $8, an inkpen $0.1, black or red candle (10) $0.1, chalk (10) $0.1, signal whistle $0.8, 50ft string $0.01, a mess kit $0.2, soap 0.5lb $0.01, a spell component pouch $5, spring-loaded wrist sheath(potion or scroll) $5, trail rations (7) $3.5, waterskin (2) $2, weapon cord (2) $0.2. A wizard begins play with a spellbook and his starting spells scribed in it (does not need to purchase one).

2. Weapons
As with all things, the rule is – Buy once, never resell unless you absolutely have to.
Starting out you just need 1-2 weapons until you make some cash from your first adventure, so think of these as disposable or something you'll keep in your backpack for emergencies. After you get 400gp you can afford a masterwork weapon. This is far easier than it sounds. On your first adventure be cautious, use ranged combat and don't engage hand to hand unless you have to. Kill it before it can hit you. If you are a martial class spend most of your cash on these weapons then move on to cheap armor.

Overall it is hard to beat a cold iron morningstar at 16gp as a backup emergency weapon that most characters can wield.
Other free weapons are; club, quarterstaff, wooden stake{UltEquip}(make Buffy proud), and sling.
If you have to get a bow for your first adventure shortbows are way cheaper than a longbow.
Silver Weapon Blanch{UltEquip} 5gp is very helpful. Apply it to your arrows now before the game starts.
Obsidian{UltEquip} daggers are cheap and lighter but have the fragile quality until enhanced to +1. Cost 50%, Weight 75%, Hard:half usual.
Probably you'll ignore me and spend 50-120gp on a weapon. Go for it.
NPC spellcasting Masterwork Transformation{UltMagic} for 60gp is a workaround for one item at a time (until you upgrade it to +1 enhancement). The MW cold iron morningstar is now 76gp.

3. Armor
Again, Buy once, never resell unless you have to. Sadly you will probably be selling this ASAP. Weapons are more important than armor for your first adventure.
If your Class makes armor problematic, skip it.
A) matte black, forest green, or dungeon gray camo dyed Leather 10gp.
B) Studded Leather or Parade Armour 25gp.

4. Shield
Generally don't, but if you must get a light shield wooden $3 or steel shield $9. You'll get a masterwork one after your second or third adventure but martial types will need a shield in case things get rough and they need to up their AC a bit. If you are in trouble – Withdraw! If they have reach, Total Defense (+4AC) as your standard then move away through/around cover, then when not threatened withdraw. This IS your first adventure after all... no need to be a dead hero.

5. If you have spare cash buy
A. (1-2) Alchemist's Fire $20 per (it's more effective than Holy Water) and (5) Lamp Oil ($0.5). Once they are alight the lamp oil ignites when it hits them saving you $19.9 for each thrown flask (though it does less damage). Once they catch on fire they self immolate until they get put out.
B. If you can cast buy (1) Scroll Cure Light Wounds 1@1 [2]{number of castings on same scroll} or Infernal Heal 1@1 [2] $50, if you don't cast buy (1) Potion Cure Light Wounds 1@1 50gp. Antiplague{AdvArmory} 50gp and Antitoxin{AdvArmory} 50gp are great options.
C. If you still have some gold think about buying 2 cold iron bear traps{UltEquip} at 4gp each. They're a nasty little surprise.

okay – you lived through the first adventure! Congrats!

4/5

I do have a General Guide to Starting Out on our Pathfinder DFW Facebook page.

4/5

===== Availability =====
Potions and scrolls of second level are affected by the Fame restrictions. Starting in a remote location (rare, but it happens) will affect purchases.

At this price point (under 100gp) most everything is available unless you are in the CORE Campaign.

I'd consider starting characters as having earned 0 Prestige thus having 0 Fame. Due to rebuilding rules while First level you could go to 3 XP or 5-6 Prestige.

Fame   Maximim item value(gp)
0-4     0
5-8     500
9-12    1500

Guide ver9.0 on Always Available, Item Value, Potions, Scrolls, and Wands:

Always Available Items
You may always purchase the following items or
equipment as long as you’re in an appropriately sized
settlement (see page 20).
• All basic armor, gear, items, and weapons from Chapter
6 of the Pathfinder RPG Core Rulebook, including items
for Small and Large characters. This does not include
equipment made from dragonhide, but it does include
equipment made from the other special materials,
such as alchemical silver and cold iron (see the Special
Materials section on page 154 of the Core Rulebook). All
mundane weapons, armor, equipment, and alchemical
gear found in any other source that is legal for play
are considered always available, including masterwork
quality versions where a cost is defined.
• +1 weapons (2,000 gp + 300 gp for the masterwork
weapon cost + item cost)
• +1 armor (1,000 gp + 150 gp for the masterwork armor
cost + item cost)
• +1 shields (1,000 gp + 150 gp for the masterwork armor cost +
item cost)
• Potions and oils of 0- or 1st-level spells at caster level 1st (50
gp or less)
• Scrolls of 0- or 1st-level spells at caster level 1st (50 gp or less)
• Wayfinder (at a 50% discount for 250 gp; see sidebar)
• All items purchased with Prestige Points.
Beyond the gear noted above, your character is
restricted to purchasing additional items either from his
accumulated Chronicle sheets or by capitalizing on his
Fame (see page 20). Weapons, armor, equipment, magic
items and so on that are outside of these lists are not
available for purchase at any time.

Item Value
Items must be purchased at full value. You can’t buy
broken weapons or armor; you can’t buy partially charged
wands, rods, or staves; and you must buy ammunition in
full lots (typically 10 or 20 for mundane ammunition and
50 for magical ammunition). You can purchase items
of less than full value only if they appear that way on a
Chronicle sheet.

Potions, Scrolls, and Wands
All potions, scrolls, wands, and other consumables are
made by clerics, druids, wizards, or psychics in Pathfinder
Society Roleplaying Guild play. The only exceptions are
spells that are not on the cleric, druid, wizard or psychic
spell lists. For example, a scroll of lesser restoration must be
purchased as a 2nd-level scroll created by a cleric and can’t
be purchased as a 1st-level scroll created by a paladin.
Use the following rules for purchasing potions, scrolls,
and wands.

• If a spell appears at different levels on two different
lists, use the lower level spell to determine cost (for
example, poison would be priced as a 3rd-level druid
spell instead of a 4th-level cleric spell).
• All potions, scrolls, and wands are available only at the
minimum caster level unless found at a higher caster
level on a Chronicle sheet.
• For the sake of simplicity, there is no difference
between an arcane, divine, or psychic scroll or wand.
Thus a bard and cleric may both use the same scroll of
cure moderate wounds.
• Finally, scrolls of spells of 7th level or higher are
not permitted for characters below 12th level unless
you gain access to them on a Chronicle sheet that
specifically lists them.

===== Source =====
You might want to list sources or put in links to the items so people know if they have that resource.

4/5

there is a use for weapon cords. Tie one end to your belt and the other onto a wand, that way when you drop the wand and later run away the wands stay within 5ft. Yeah, you could use string but it doesn't have the text that weapon cords have. 8^)


this is part an old topic and ongoing discussion as GMs learn and mature.

There are varying roles that people can play or that their play can fit into. It's just trying to group things and name them as people like to organize things to manage and predict outcomes.

DnD encompasses many styles of play. Old RAW is somewhat simplistic on the reward side and it is easier to adjudicate martial successes.

People play this advanced & adult version of "Let's Pretend" for various reasons.

People are social animals or eusocial. This impacts a lot of what we do. DnD games are social activities. GMs and Players should treat others reasonably while playing together.

4/5

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there will be a pop quiz on using Sturm–Liouville equations for CR calculations in 10 minutes... squirrels? where?    ^⨀ᴥ⨀^

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