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FullStar Venture-Agent, Australia—NSW—Bondi Junction 239 posts (416 including aliases). No reviews. No lists. No wishlists. 12 Organized Play characters. 3 aliases.


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Liberty's Edge

What I'm seeing out of all of this is that Pazio has tried to extend the playable range of the game, whilst also discouraging Multi class dipping for front end loaded advantages. At least so far. And all else aside I see that as a good thing.

Liberty's Edge

Yup I'm getting the same error

Liberty's Edge * Venture-Agent, Australia—NSW—Bondi Junction

1 person marked this as a favorite.

As mentioned before the Fire oracle has the Tongues curse and uses Greater command which means only Abyssal or Celestial speaking foes will get affected. BUT I saw another issue which doesnt seem to have been addressed here,
He is supposed to take to the air (on his wings of Flame) and then start using fire spells with his meta magic feats.
1) he has no Fly skill. with his Dex and his armor he cannot fly particularly well as it only adds to be a +1 bonus.
2) using metamagic feats with a spontaneous caster is a full round action. He can't be flying if he wants do do this. He may be able to hover as a non movement action (I have to check this) but even then he has to roll a 9+ or fail and fall out of the sky.
Is this intentional? I can see that it could be because a flying flame oracle that is well played is a horror and could be as much a tpk threat as the mimic.

Liberty's Edge

That's fine. Happy to get the intent of that clear. So no admixtures.

Liberty's Edge

Can I make one more question regarding this?

Blood of Shadows said: wrote:

A gloom does not qualify as a bomb for

the purposes of feats or discoveries.

Does this also apply also to the "Bomb Admixture" line of extracts? ie can glooms be modified by these or not?

For the record a quick synopsis of this line:
Targeted+ - no splash, but extra damage to target
Shadowy* - target and up to 3 gain concealment but limited vision
Lightning lash+ - target and up to 3 electrical tether effect.
Viper+ - create venomous snakes that attack target an up to 3 splash victims
Languid* - creates fatigue in target and up to 3 targets.
Caging - creates a force cage of splash radius

* these duplicate discovery effects of Glooms so probably redundant, but lend to the idea that Glooms can be adjusted by this spell line.

+ these effects go against the shadowy vague effects of the glooms so lend themselves against the idea that Glooms can be altered. Also Gloom Chymist loses poison use so venomous snakes are a bit counter concept.

So as you can see the argument can go either way and I'm just curious as to the intent of the writer.

(to be honest the admixture line of extracts don't add much to the Glooms but they are pretty much the only line of Alchemist only 'spells' so I would like to see them retained or a line of Gloom Admixtures ...)

Liberty's Edge

Yes I figured it was an archetype that probably lends itself more towards Battlefield control and body modification than out and out ranged damage. Which is fine as I have already played a bomb focused Alchemist.

Liberty's Edge

Hi all,

In Blood of Shadows the Alchemist archetype replaces its Bombs with Glooms.
It goes on to say that Glooms are NOT bombs for the purpose of feats or discoveries.

This would imply that the fast bomb or precise bomb discoveries are unable to be used with glooms.

Im pretty sure this is the case but Im just asking because my searches haven't found much reference to glooms anywhere and I just wanted to make sure.

thanks

Liberty's Edge * Venture-Agent, Australia—NSW—Bondi Junction

Interestingly enough I'm not sure that a Nagaji Aspirant can take the Serpent domain either, as that Domain modifies Venom Immunity, while the archetype replaces it ...

Liberty's Edge * Venture-Agent, Australia—NSW—Bondi Junction

Ok guys and gals, thanks for your inputs. Pity though.

Liberty's Edge * Venture-Agent, Australia—NSW—Bondi Junction

Hi all,

just putting some ideas together and I was wondering if taking Scalykind as the domain for Natures Bond on a Nagaji Aspirant (Druid archetype)be allowed.
It is a domain offered by the Godess Nalinivati who is an ascended Naga (and now the patron of Naga and Nagaji) and it is said was the one who gave free will to the Nagaji.
Seeing also that it appears that the Nagaji Aspirant is not so much a nature based as Naga based worship this would be a good fit.

The domain is PFS legal but it is not one under the Animal/Terrain Druids list.

Thoughts?

Liberty's Edge

Yes but the reflex save would be class base plus any magic then -5 (because 0 Dex). PCs or relevant NPCs are heroic you know ...

Liberty's Edge

So at the time you took the feat you had the requirements, but once you took Gunslinger you invalidated it?
I would have disagreed with you in that I didn't think that feats could be invalidated that way but the example of Power Attack while using a belt (or only while raging or whatever) is a valid counter to my point.
So please disregard my argument. I believe that you have the right of it.

Liberty's Edge

I don't agree with the thoughts here. Each class I would have thought would get treated separately.
Say for example you played a Divine Hunter (Paladin Archetype) and took Amateur Gunslinger [Quick Clear]. Next level you choose to play a Mysterious Stranger. (Good synergy with CHA)

The Gunslinger becomes the Mysterious Stranger Archetype and THAT causes the Gunslinger CLASS to lose its Quick Clear class ability.

Your Divine hunter still HAS Quick Clear which he can use even though the Mysterious Stranger doesn't get that deed.

While the Amateur Gunslinger Feat gives you the option of trading it out for extra grit, you don't have to. Nothing in the wording of the feat states that you lose the abilities granted by the feat once you become a Gunslinger.

If losing an class ability was absolute across all your classes then you could not build any character that loses an ability to an archetype and then dips into a class to regain it
Some examples
A Scout Rogue dipping into Barbarian or Shadowdancer or Archeologist Bard:- the Rogue loses Uncanny Dodge but Barbarian, Shadowdancer, some Bards etc also have it and thus the Rogue can regain it.
A Ranger taking an Archetype without an Animal Companion, then becoming a Druid and regaining it
A Wizard who loses his familiar due to Archetype swapout, taking Eldritch Heritage and getting it back.
A Melee class that loses access to some weapons (or armor) taking a martial proficiency in a lost weapon or a level dip into a class to regain them.

All of these I have seen in play in PFS, indeed the Paladin build I mention above has been OKed by our Venture Captain.

Liberty's Edge

Sorry to do this but a shameless bump to try and get some attention to this issue.

Liberty's Edge

1 person marked this as FAQ candidate.

Actually this is more important than I thought especially at 9th level and above, because the special features of both Bloody and Burning skeletons are dependent on their Hit dice.

Liberty's Edge

7 people marked this as FAQ candidate.

Hi all, I have a question regarding the HD or Level of the Necromatic Servant.
Now the rules as written indicate that the Hp of the servant are equal to 1/2 the Occultist's, and that it uses the same BaB and gets a damage bonus equal to 1/2 the occultists level, but there is no mention of its HD or saves.
I don't mind if they stay at the base 1 HD skeleton or 2HD zombie, but would like some clarification if that isn't the case.

Cheers

Liberty's Edge * Venture-Agent, Australia—NSW—Bondi Junction

Hi all, I recently came across the opportunity to gain a follower and was looking at the description of the Lookout as per the Society primer page 28.

Lookout (4 PP)::
A Pathfinder is at her most vulnerable
when asleep, and having a designated guard allows
everyone to rest safely. While you rest, a lookout keeps
watch . A lookout's bonus on Perception checks is equal
to your character level. The lookout immediately wakes
you up (as if he had spent a standard action to do so)
upon spotting danger.

Now I remember that somewhere along the line it was stated, that a vanity follower is assumed to be of your own race.
Given that my character is a tiefling does this mean that the follower is also a tiefling and hence has Darkvision? This can make a huge difference in its usefulness to me.

Liberty's Edge

tlotig wrote:
An easier way would be to use a wakizashi, it's like a finesable katana

And then use Lead Blade on it :D

Liberty's Edge * Venture-Agent, Australia—NSW—Bondi Junction

BigNorseWolf wrote:
The armor spikes as "Weapons in their own right" are seperate from the armor. You can either have a bonded item armor or bonded item weapons, not both

But I could then later purchase armor spikes to modify the armor correct? Even during character creation? I know that they wont be MW and unbreakable like the armor is.

Liberty's Edge * Venture-Agent, Australia—NSW—Bondi Junction

Hi all. title says it all basically.
It has been established in other threads that basically any generally available item can be made into a Battle Host's Panoply Bond, including things like full and field plate.

Special material or enchanted armors can't which is fine, but I was wondering if Armor spikes could be part of the armor when starting the character either for free or paid on character creation.
If not then would it be allowable to add armor spikes later? And can the Armor be enchanted later? (I know that the armor spikes need to be enchanted separately as weapon bonus)

cheers

Liberty's Edge * Venture-Agent, Australia—NSW—Bondi Junction

Umbral Mage Armor - Level x hours worth of dim light plus +4 AC

Liberty's Edge * Venture-Agent, Australia—NSW—Bondi Junction

The point of difference here is as follows:
Casting Shadow Conjuration is not casting the spell. It is casting a spell that is able to mimic the effects of the spell Gloombolt. As far as I can tell this is wholly within the limitations of both spells and the ruling of the PFS additional resources but I would like to know that this is as intended.
There is no language currently that states that restricted racial spells cannot be mimicked by spells that produce quasi-real effects, like the Shadow-X line.

Let me be clear here - I am not saying that I can cast Gloombolt, (even though I feel that I should). What I am saying is that the Shadow Conjuration spell should allow me to duplicate it regardless of the fact that it is racial. The PFS designers may come along and say no, and I would respect that, but currently there is nothing that says that I cannot, which is what I wish to have clarified.

I can provide a similar case which doesn't require racial spells - the Thassalonian 'Pride' Wizard Archtype who casts Illusion spells but cannot cast any Conjuration or Transmutation spells at all, not just double cost but prohibited.
She does have access to Shadow Conjuration - an illusion spell - which allows her to cast mimicked lower level Conjuration spells, and Shadow Transmutation - which allows her to cast lower level mimicked Transmutaion spells.
Based on your argument these 2 spells (and their associated greater versions and other variants) should not be allowed because they would mimic a school of spell that is prohibited even though the seplls themselves are actually Shadow and not Conjuration etc.

See why I am interested in this?

(edited for clarity *I hope*)
when I say Gloombolt I mean Gloomblind bolt my bad.

Liberty's Edge * Venture-Agent, Australia—NSW—Bondi Junction

Michael Hallet wrote:
My Kensai magus used an Aldori dueling sword with Slashing Grace, so was already nerfed. I haven't felt like it made the character unplayable at all so far.

Sorry for the Thread necromancy but HINT: At 6th level take a level in Aldori Swordlord prestige class - trust me you will thank me for it ...

Liberty's Edge * Venture-Agent, Australia—NSW—Bondi Junction

This is why some clarification in regards to these kind of spells (Shadow line) is needed.
Especially as in this case thematically it makes perfect sense that a archetype caster who manipulates shadow energies, can duplicate a spell that a shadow race uses, which is powered by shadow energies.

Seriously IMBO Gloombolt *should* be on the Shadowcaster list. Its a spell developed by a race of beings who have the greatest interaction and presence in the PFS world at the very same place that the Archtype originates from. If nothing else my Shadowcaster would have seen and know of the existence of such a spell (and indeed most shadow/fetchling spells).
Using a 4th level slot to duplicate a 3rd level spell should be a fair compromise in my (again biased) opinion given that I can't cast the specific spell - I can't actually cast it because I'm not a Fetchling and don't have enough shadow in me(and unless I have access to a time machine and travel across the planet IRL I can never have a PFS legal Fetchling) but I as a Shadowcaster should be able to duplicate it and it's effects.

Even looking at Shadow Conjuration's description it clearly states:
"Shadow conjuration can mimic any sorcerer or wizard conjuration (summoning) or conjuration (creation) spell of 3rd level or lower." [emphasis mine]
No mention is made of any restriction due to race or origin. I'm not casting a prohibited spell, I'm mimicking its effects ...

Now to be honest I haven't thought through all the implications here. This MAY open up some abusive can of worms which may have been considered by minds far superior to mine.
Which brings me back to my hope that some clarification comes out - even if it is like James states above a big no.

Liberty's Edge * Venture-Agent, Australia—NSW—Bondi Junction

But more on topic - Personally I think that it may have made more sense (and may still make more sense) to allow only ONE of each type of now invalid races to be attached to a PFS Id. This would allow those who were 'late to the party' to be able to build a single tiefling and aasimar character for play without flooding the table. Eventually they will level themselves out of play. For the record I have 2 'vanilla' Tielflings (even though I had Blood of Fiends) and no Aasimar (because at the time I couldn't think of an Aasimar concept I liked).

Oh and without a shadow of a doubt the Unchained Summoner was horribly broken - due mainly to the spell list NOT Eidelon - and should never be allowed again in PFS, IMO.

Liberty's Edge * Venture-Agent, Australia—NSW—Bondi Junction

Jeremy Lindop wrote:
+1 on wanting grippli, so I can create Crazy Frog the bard.

You *DO* and *Im* going to Telekinesis him right into a Blade Barrier!

(Froggy in a blender anyone?) :D

Liberty's Edge * Venture-Agent, Australia—NSW—Bondi Junction

Ok Here is a variation to this issue.

Could a caster using Shadow Conjuration or Shadow Evocation (of the appropriate level)be able to duplicate a racial spell?

Specifically - A Human Shadowcaster uses Lesser Shadow Conjuration to cast a quasi-real Gloomblind Bolt (normally a Fetchling only spell)

How legal would this be?

(And as an aside does anyone know if there is a boon to allow anyone play a fetchling?)

Liberty's Edge

I would chime in here to agree that in general while the spell would fail to be 100% real, it would still be 20% real. But it has to be looked on a case to case basis.

So shadow gorilla standing in the door way would get to attack (and with 20% real hp probably 1 punched back to the shadow plane).
My reasoning here is that Golems or other High SR creatures don't 'unsummon' summoned creatures just by interacting with them. So while the Shadow Summoned Monster is revealed as such it is still a summoned creature and not a pure illusion.

The pit however I'm not sure about because it isn't really a pit it's a dimensional space.
If you could use some kind of "Shadow Dig" then I would rule that yes it would be 20% effective because 20% is REAL displacement of the ground. But the create pit line produces a dimensional space so to speak even extending to making 50' drops on board a 20' high ship for example.
As the whole thing is a spell effect regardless of shadow or not then I would say the GM ruled this case correctly.

A shadow wall of Stone or Iron would have 20% of the hit points but would probably have the full hardness as the material is STILL stone or Iron, just not as much of it (the rest is buttressed by shadowstuff)

Liberty's Edge

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Intellect Devourers. ONE of the party have been taken - but WHICH one?

Liberty's Edge

Thanks. That clears it up.

Liberty's Edge

Ok but instead of costing 1 Arcane point it costs 2 correct?

Liberty's Edge

Ranged Tactics Tool box wrote:


Whenever the magus enhances his weapon using his arcane pool, he can spend 1 additional point from his arcane pool to add the returning and throwing abilities to the list of available weapon special abilities.

I'm not 100% clear in how this works:

A 5th level Magus has a +1 sword. They spend 1 point to enhance it by +2 to potentially a +3 or a +2 Flaming or a +1 Flaming Keen etc.

If they have the Arcana above do they then:
A) Spend a further 1 point and it becomes a +2 flaming returning thrown sword?
Total pool cost = 2, enhancement cost = +2
or
B) Spend 1 point to allow them to be able to add thrown and returning for an additional enhancement plus each on top of the +1 Flaming, which would only be possible at level 5 if they did not make the sword Flaming (Base +1 sword, 2 enhancement bonuses due to level 5, cost of 1 each for thrown and return.)
Total pool cost = 2, enhancement cost = +4

For the record Im leaning towards B, but A would be nice.
I'm hoping I've made my confusion clear.

cheers

Liberty's Edge

Thematically fire is seen as a cleansing agent when applied against evil.
Ice on the other hand is associated with death and darkness. Thematically in literature I mean.

Liberty's Edge

1 person marked this as a favorite.

Given that UMD allows you to totally ignore class, race, proficiency and alignment restrictions then it is an immensely powerful skill - hence it is never a casual use of time.
The only class that gets even close to being able to take 10 on it is the 19th level bard who mechanically as well as "historically" are the Knowledge specialists. 10th level rogue just does not cut it I'm sorry to say especially as it does not say that it overrules specific limitations, unlike the 19th level bard ability which does.
I do concur that the wording is somewhat ambiguous and it would be nice to get a confirmation on this.
HOWEVER in saying this, one needs to look also if this is under PFS or home play. If it is under home play/table variation, then go with what the GM says, if it is under PFS always assume the less powerful interpretation and you will not be disappointed.(In my experience)

Liberty's Edge * Venture-Agent, Australia—NSW—Bondi Junction

Perhaps the Wild Child can convey the meaning of their reports by the power of ... INTERPRETIVE DANCE!!!!
(sorry Im just joking - that would be a bard dip ....)

Liberty's Edge

Also if you want ranged touch with special effects tacked on - play an alchemist - its what they DO.

PLUS
It scales with level.
You can alter the damage type.
You can produce it in a variety of aoe effects (or no aoe at all.

Add to that the ability to buff others in THEIR actions not your own (with the infusion discovery) you have a pretty good if not better substitute.

Liberty's Edge

In terms of the replacement feat for Gunsmith - wouldn't it be more likely to get 'Precise Shot' as per the Divine Hunter Paladin Archtype?
Rapid reload forces you to choose one weapon, Precise Shot works with all ranged weapons. Just saying.

Liberty's Edge * Venture-Agent, Australia—NSW—Bondi Junction

Thanks for all the input people, but unfortunately once again what I am seeing here is more table variation. You realise that under the description of the ability it doesn't even specify a range?
Never the less it appears I will just have to hope that there will be an FAQ release about this.

Thanks once again all

Liberty's Edge * Venture-Agent, Australia—NSW—Bondi Junction

The Morphling wrote:
Nikolaus Athas wrote:
if my understanding of the advancement rules due to HD is correct.

It's not.

Why in the world would you think a human skeleton would grow Large or Huge?

Because isn't that what it states under advancing a monster with racial hit dice?

Step 1: Plan the Monster

When advancing a monster by adding racial HD, you should start by deciding what you want the monster to become. In most cases, this means merely a tougher, stronger version of an existing monster. Note the desired CR of the new monster. This is also the point at which you should decide whether the creature is going to increase in size. As a general rule, creatures whose Hit Dice increase by 50% or more should also increase in size, but GMs should feel free to ignore this rule if warranted by the individual creature or situation.

Now the general rule is that the creature should increase size. Individual GMs can ignore this rule. So the default easy rule is that they increase in size. The exceptional case is that the GM can ignore it which by definition it is opening this ability to table variation, which I thought was the whole point that PFS was trying to stop.
What is the PFS case?

Also nowhere in the description of the ability does it state human skeleton or zombie or even that it is the same race as the Oracle.
Case in point my Oracle is an Aasimar so do I summon Aasimar skeletons?
Where does it state that I am in any way restricted to humanoid forms?

Please everyone understand - I am not trying to stretch rules to gain amazing overpowering advantages - but I am not going to short change myself from a class ability either.
As I stated before I would be ok just using human skeletons or zombies (as much for the flavour of this particular character) but I would not be ok with them being exceptions to the rules for advancing creatures via HD.
Which is why I would like clarifications. So far I am getting peoples opinions which I am indeed happy to listen to, but it would be nice to get something a little clearer that I could show to a GM or that is shown to me for the purposes of PFS play.

Liberty's Edge * Venture-Agent, Australia—NSW—Bondi Junction

The Morphling wrote:
You always get the generic version of the creature. The human skeleton whose stats exist in the Bestiary is the one you get, no questions asked, do not pass go, do not collect a 200 gp chunk of onyx. You don't get to pick a skeleton and apply a template.

I can accept that , but the HD of the skeleton or zombie increases with my level as well.

So given that, all I can suppose is as I progress in levels I start adding 'Racial' HD as per the advancing a monster rules.

Only problem is eventually as per those rules the Skeleton or Zombie will become large at around I think 5th level and eventually huge at 9th if my understanding of the advancement rules due to HD is correct.
Which once again becomes something of an issue if a PFS GM turns around and says 'no sorry that not how it works'.

Trust me Im not looking to make awesome engines of destruction - I am quite happy to get a vanilla generic skeleton or zombie with appropriate advancement due to increased HD, BUT is it PFS legal?

Liberty's Edge * Venture-Agent, Australia—NSW—Bondi Junction

1 person marked this as FAQ candidate.
ryukadsgc wrote:

For this I would fallback to the example of the Summon monster Line of spells with them summoning of elementals being limited to the ones found in the first Bestiary.

So yes, only human skeletons and human zombies that are changed or advanced as appropriate when you advance in level

Thanks for your reply on this but this shows the problem I'm stating. YOU as a GM would tell me 'No I can only do Human skeletons/zombies'.

This would mean I would have to develop a line of non official xHD skeletons/zombies, which while I think is a fine solution, may be considered illegal by another GM. This is about PFS not home grown.

Im not insisting that a PFS head honcho or a developer answers me immediately but can people maybe flag this for FAQ.

(otherwise Im going to have to create a series of Bestiarys with every allowable monster having the skeleton, the zombie, the bloody skeleton and the fast zombie templates applied AND also a series of Generic advanced Human Skeletons and Zombies with increasing HD until 20th ... which actually doesn't sound like that bad an idea. Anyone know where I can grab the entire beastiaries as a spreadsheet or xml form ...)

Liberty's Edge * Venture-Agent, Australia—NSW—Bondi Junction

Not sure if this has already been reported but there is a typo which reads:

Pathfinder Player Companion: Blood of Fiends

To create an aasimar, you must have a Chronicle sheet that opens the race as a legal option at character creation.

So nothing about Tieflings being illegal ... GOODY!!! ;)

Liberty's Edge * Venture-Agent, Australia—NSW—Bondi Junction

6 people marked this as FAQ candidate. 1 person marked this as a favorite.

Hi all,

I have a question as per the heading regarding the Bones Oracle's Raid the Dead Mystery.

It states:
Raise the Dead (Su): As a standard action, you can summon a single skeleton or zombie to serve you. The undead creature has a number of Hit Dice equal to your oracle level. It remains for a number of rounds equal to your Charisma modifier. At 7th level, you can summon a bloody skeleton or fast zombie. At 15th level, you can summon an advanced skeleton or zombie. You can use this ability once per day plus one additional time per day at 10th level.

Now my question is this. At home games the summoned monster could be anything that a player can have his GM approve of I suppose, but what about for PFS? This is an issue so as to minimize table variation.

Does the skeleton have to be human? Can I go through the Bestiaries looking up various 1 HD creatures to get the best bang for buck?

As an example compare the attribute arrays for a

Human Skeleton:
Str 15, Dex 14, Con —, Int —, Wis 10, Cha 10

vs
Orc Skeleton:
Str 17, Dex 13, Con -, Int -, Wis 10, Cha 10

or

Human Zombie:
Str 17, Dex 10, Con —, Int —, Wis 10, Cha 10

vs
Orc Skeleton:
Str 19, Dex 9, Con -, Int -, Wis 10, Cha 10

What happens when I get to level 2? Do I start summoning Gnolls or some other superior 2 HD monster or do I summon a 'generic' 2HD creature.

3rd level Bug bear or bear or whatever ...

Unfortunately this isn't all. At 7th level I start summoning Fast Zombies or Bloody Skeletons.
Once again if I can 'cherry pick' what kind of creature I can summon then ...

has anyone considered this?:
Fast Zombie Barghest. Young Bloody White Dragon Skeleton which are both 7 HD ...

Ultimately my question here is: there an official PFS Ruling regarding the types of creatures that can be Raised by the Oracle. Or is it considered that given it is a relatively short duration limited use ability, anything that is a legal animated target is ok?

Liberty's Edge * Venture-Agent, Australia—NSW—Bondi Junction

1 person marked this as a favorite.

My necromancer is a devout vegetarian.
Why waste perfectly good construction material?

Liberty's Edge

Just wanting to know what should happen if the Party's caster has told them before hand that a particular illusion will happen: for example an illusionary thick fog produced by say Major Image (so sight is very limited, sound becomes deadened and a feeling of damp will fill the air), cast during a combat to blind their opponents.

Does the party automatically disbelieve?, do they have to make a will save at +4? or do they have to save as normal?
What about the caster herself? Can she see through it or does she have to make saves?

Note that the caster can be having the 'fog' swirl and react while concentrating, so it wont automatically disappear when the enemy touches it.

Liberty's Edge * Venture-Agent, Australia—NSW—Bondi Junction

So if the Gunslinger is so bad for PFS play BUT it seems that to be this 'bad' it is dependent on being a Pistollero why not take a page from the Summoners PFS restrictions (no Master Summoners or Symbiots) and say - sorry no Pistollero in PFS.
Alternatively if it isn't even the Pistolerro that is the problem but rather the 2 barrelled weapon that is the issue then state that a Pistollero uses a pistol and not a double pistol for PFS. Or make it an advanced firearm and instantly take it out of the equation.

Look the main reason that people see Gunslingers as abusive or unliked is due to the hyper optimised double pistol/rapid fire/2 weapon firing munchkins that ruined it for everyone (and thats before we took into account weapon chords and gloves of holding, prehensile tails, familiars of reloading etc etc)- limit it to one gun firing per turn if you have to in PFS.

The other thing that seems prevalent in Gunslinger/Western lore is whats sauce for the goose is sauce for the gander - ie there is always some other gunslinger trying to prove (s)he is the best. Make yourself too well known as a buzzsaw of bullets and some other guy or gal will one day shoot you in the back just because they want the rep of being the guy that killed ...

Liberty's Edge

Rudy2 wrote:
This build explains itself, I think; you're here mainly for that third Evangelist boon. With your Zen Archer abilities, you get twice your wisdom bonus on attack rolls within 30 feet, and your wisdom bonus to damage.

Sorry Ruby2 unless I am mistaken PF prohibits the use of a stat to modify an ability twice - so yes you can add wisdom to hit and damage but you cant add it to hit again.

apologies if this has already been discussed

Liberty's Edge * Venture-Agent, Australia—NSW—Bondi Junction

Awesome - thank you for that and the reference as well.

Liberty's Edge * Venture-Agent, Australia—NSW—Bondi Junction

Hi all, I was curious if the rules for age penalties or bonuses apply in PFS play or if your stats remain as per base line stats regardless of age.

So for example if you are considered an old gnome in age = 100+ yrs, whether or not the age mods come into effect.

Liberty's Edge

Actually as I suppose a related issue, what would be the resolution of the following?

A Master Chymist in effect is 2 personalities. Could the Mutated personality take feats that the non mutated personality could not?

For example a Strength 12 Alchemist/Master Chymist taking Power Attack?
Obviously as the Alchemist he cannot use or normally even take the feat but if his mutate form suddenly adds more strength points his alternate personality is eligible if he was a strength 13+ character.

RAW indicates no as the normal form doesn't have the strength to do so, but thematically (and obviously mechanically) it makes sense to do this.

Conversely said Alchemist could have a 13 or better Intelligence and thus have Combat Expertise - if he changes and loses his Intelligence through the mutation to his alternate form, would he lose this feat?

Once again I believe that in fact he would lose access to Combat Expertise for the duration.

So learned gentle beings what are your opinions? I understand that in home brew you could do what you liked with the GM's permission, but what about in PFS? Is there any 'official' definition about feat eligibility in alternate forms especially when these alternate forms are of long duration?

(oh and as an even broader case - what about a Barbarian with 9 strength that can add 4 via raging to become 13 - could they do it? Or a druid who wild shapes? or even a wizard/sorcerer who polymorphs or Form of the xxxx?)

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