Man in Ice

Negative Zer0's page

RPG Superstar 8 Season Star Voter. Venture-Agent, New York—Queensbury 86 posts (106 including aliases). 1 review. 1 list. No wishlists. 13 Organized Play characters.


Sovereign Court Venture-Agent, New York—Queensbury

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None of the 4 categories really fit for this so putting it here:

PLEASE optimize pregens. Now I'm not saying make them min maxed or anything like that but there is a happy medium between min maxing and making pregens some of the worst characters that see play at a table.

Sovereign Court Venture-Agent, New York—Queensbury

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MAKE ITEMS ON CHRONICLE SHEETS MATTER!

I dont care how this is done but sotp filling chronicle sheets with completely useless crap that can already be purchased. Either give a discount, or have a unique item or something just stop with the useless clutter.

Sovereign Court

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PLay a tengu - you wont need to waste a feat on Exotic Weapon Proficiency for the katana

Sovereign Court

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Be very careful with power attack on a swashbuckler

The issue with Power attack on a swashbuckler is that the penalty to your attack roll will apply to your Opportune Parry and Riposte double

First your parry is an attack roll so if you used power attack on your turn you take the penalty here, then if you beat the opponents attack roll and attack back you make a second attack roll again suffering the penalty to your roll. The extra damage is a note-able boost but the penalty to your attack roll might mean failing the parry roll which means both you get hit and your not able to make a riposte attack.

Taking power attack is not necessarily a bad choice just make sure you know what the downsides are.

Power attack build
STR DEX Con Int Wis Cha
12 | 15+2 | 14 | 10 | 11 | 14

I personally dont see the need for extra skills on this character so no need for 12 int. This change allows you to boost Dex to 18 at lvl 4 and get your 13 str at level 8 (again PA attack is a double edged sword for this class so waiting on it untill the damage boost is much higher is not a bod idea) and finally your left with 11 on Wis allowing you to boost that at lvl 12 to improve those really poor will saves (any boost here is worth it)

Sovereign Court

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So did you all forget you were releasing this today and just went home early for New Years? I mean I like the bar as much as the next guy but come on now. :-(

@Duncan don't worry it will use at least 2-3 out of print flip mats

Sovereign Court

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So in the ACG we got favored class bonuses for only the core races. My hope was this would be addressed in the Advanced Class origins that was released today but there is no mention of this.

Is there a plan to address the other races and add appropriate Favored Class Bonuses for ACG races?

Sovereign Court

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Call me crazy but tomorrow marks 2 months of season 6.
Seriously how [censored] long does it take to update these?

I realize this is of minor importance but 2 months is a stupid long time.

Sovereign Court

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David Bowles wrote:
Negative Zer0 wrote:

For those that don't think it requires a roll why do you get to flat out ignore the first line of the ability and if it was meant to be immunity as an always on effect why does the resonate ability not say:

"Immunity from possession and mental control created by evil creatures or objects"

The fact I was able to sum up exactly how some people are claiming this item works in almost the same number of words as saying (as protection from evil) is yet another reason why I think they meant for this to be a re-roll ability. Otherwise there was no need to sya as protection from evil if they ONLY mechanic they wanted was the immunity.

There are absolutely merits to both arguments. I can very easily see why people can think it's just meant to be an always on immunity. But this isn't the one and only way to interpret how this thing works.

Again, the actual spell is not constantly in effect. That is why that language is in the spell. The clear spindle is constantly in effect, so that language never applies.

You are claiming they used "(as protection from evil)"

To only reference the BOLD section:

Quote:

First, the subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by evil creatures.

Second, the subject immediately receives another saving throw (if one was allowed to begin with) against any spells or effects that possess or exercise mental control over the creature (including enchantment [charm] effects and enchantment [compulsion] effects, such as charm person, command, and dominate person). This saving throw is made with a +2 morale bonus, using the same DC as the original effect. If successful, such effects are suppressed for the duration of this spell. The effects resume when the duration of this spell expires. While under the effects of this spell, the target is immune to any new attempts to possess or exercise mental control over the target. This spell does not expel a controlling life force (such as a ghost or spellcaster using magic jar), but it does prevent them from controlling the target. This second effect only functions against spells and effects created by evil creatures or objects, subject to GM discretion.

Third, the spell prevents bodily contact by evil summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Summoned creatures that are not evil are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell Resistance can allow a creature to overcome this protection and touch the warded creature.

When "Immunity from possession and mental control created by evil creatures or objects" would have accomplished the same exact goal without referencing one of the longest spells in the rule book.

Sovereign Court

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For those that don't think it requires a roll why do you get to flat out ignore the first line of the ability and if it was meant to be immunity as an always on effect why does the resonate ability not say:

"Immunity from possession and mental control created by evil creatures or objects"

The fact I was able to sum up exactly how some people are claiming this item works in almost the same number of words as saying (as protection from evil) is yet another reason why I think they meant for this to be a re-roll ability. Otherwise there was no need to sya as protection from evil if they ONLY mechanic they wanted was the immunity.

There are absolutely merits to both arguments. I can very easily see why people can think it's just meant to be an always on immunity. But this isn't the one and only way to interpret how this thing works.

Sovereign Court

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As someone that has no predisposition to other rule systems this is my interpretation:

Protection from possession and mental control

First- ...
- This has nothign to do with possession or mental control - Ignore

Second, the subject immediately receives another saving throw (if one was allowed to begin with) against any spells or effects that possess or exercise mental control over the creature (including enchantment [charm] effects and enchantment [compulsion] effects, such as charm person, command, and dominate person). This saving throw is made with a +2 morale bonus, using the same DC as the original effect. If successful, such effects are suppressed for the duration of this spell. The effects resume when the duration of this spell expires. While under the effects of this spell, the target is immune to any new attempts to possess or exercise mental control over the target. This spell does not expel a controlling life force (such as a ghost or spellcaster using magic jar), but it does prevent them from controlling the target. This second effect only functions against spells and effects created by evil creatures or objects, subject to GM discretion.

- If you fail the first save the resonate ability activates (as if protection form evil were cast) and you get a second save at +2. If successful the possession or mental control effect ends and you gain immunity to further possession or mental control effects for 1 minute.

Third ...
-This has nothign to do with possession or mental control - Ignore

I'm not looking to start another huge long thread about this.
I am simply wondering if this has even been addressed in plain English how this resonate ability works or if this is still an area of debate.

Sovereign Court

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Human's with Racial Heritage is the ONLY PFS legal way to do this.

Prerequisite: Human. [Edit: For clarification Half Elf and Half Orc count as human]

Benefit: Choose another humanoid race. You count as both human and that race for any effects related to race. For example, if you choose dwarf, you are considered both a human and a dwarf for the purpose of taking traits, feats, how spells and magic items affect you, and so on.

FAQ
Racial Heritage: Can a human with this feat take levels in an archetype that requires you to be of a specific race?

Yes, the Racial Heritage feat allows you to qualify for archetypes that have the chosen race as a requirement, assuming you still meet all of the other requirements to take levels in the archetype.

http://www.d20pfsrd.com/feats/racial-feats/racial-heritage

You can also only take PFS legal races as your second humanoid race.
EX: You can't choose ORC as your second race.

Sovereign Court

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Shaman from Advanced Class Guide
Will be playing Society so must conform to Society rules

I am assuming since Shamans don't get hex till lvl 2 I cant take extra hex at level 1. Is this correct?

If above is yes: I want to retrain my level 1 feat into extra hex as soon as I hit level 2. Whats the cost (how many days or PP) involved in retraining a feat?

Also was looking at Unsworn Shaman. They get a hex at level 1 so I was thinking I could get around the above problem however:
Minor spirit replaces the Hex ability but grants hexes.

Dose this mean Unsworn Shaman can't take the extra hex feat?
It seems like the answer is indeed yes (since they no longer have the Hex keyword) but this seems like more of an oversight than intentional and basically completely invalidates the archetype.
Unsworn by level 11 is only going to have 3 hexes and has no way to boost this with the extra hex feat.