Just to sum up everything mentioned in this thread, plus adding in a few more since I decided I'd just go and do a more thorough search if I'm to be doing this. Only a month and a bit since the last bit of necromancy here, so I don't feel bad doing this. Base Classes*:
*Note that some of these, such as the bard, do not get disable device as a class skill.
Prestige Classes*:
*The level in parentheses is the minimum full class levels required to get the ability Honourable Mentions:
The Witch Hunt event has 15 participating colonists "of varying age and occupation", all commoner 1/warrior 1. This seems extremely odd given most other colonist encounters have them use farmer stats (commoner 1/expert 1) I just have a hard time believing there are that many warriors among the colonists, let alone that many that aren't faceless stalkers and are roused to form a mob that somehow doesn't include any experts. I'll definitely be modifying this encounter to include 'farmers' when the group gets around to it.
Underwater games can be quite interesting. I haven't played through Ruins yet (we only had session zero this week), but I did play in the Cerulean Seas Campaign Setting a while back. It's a purely underwater setting, which came out before Aquatic Adventures so they went all out creating the rules for it.
Anyway, going from memory: You need a few long but not too thick dowels, some wood, some clothespins (The kind that has two pieces and a spring keeping them together), some poster board, felt pen, ruler, a box cutter, and some wood glue. The poster board and wood are cut into 4 inch squares, with a hole in the middle to fit the dowel. The wood, of course, forms the base. The poster board has the 1 inch grid on top while a clothespin is glued to the underside such that it can be clipped to the dowel. Now you can just slide the squares up and down on the dowels to represent height/depth. One of those soft flexible tape measures (usually used for fabric/sewing) is recommended to measure the various diagonal distances. You can also mark the dowels at intervals to make positioning easier. (The lack of tools to make the wood bases is in large part responsible for my failure to complete this project myself.)
Looking into this a bit more.
Reading the Gazetteer with a bit more thought to the details...
Makes for a slightly harsher time for the PCs and others arriving with them, but makes a bit more sense to me.
ErichAD wrote: I can't help with most of this, but supernatural abilities don't require concentration. So unless there's a specific rule otherwise, it seems that a supernatural feather fall is the best type. It's somewhat unfortunate that supernatural feather fall is self-only in such a case. (the at-will is nice, but if you're falling often enough for it to matter you're either doing something wrong or the GM is out to get you. - Unless of course you're doing it deliberately. "See you at the bottom guys!" as you jump off the cliff while everyone else takes the long, walkable, path.)
@theacemu That is certainly something I'll keep in mind for the next group I play with, but it's over for me with this one. I officially quit the campaign today by showing up to tell the rest of the group (The GM and through him the player in question were already aware) and also give proper goodbyes to the two that don't participate in our board game nights. I left before the game got started.
This post shows that it was answered in the FAQ, but no FAQ entry exists, as far as I can tell.
The questions are essentially as follows: ---- No, this is not intended to reopen debate on a question already debated to death in too many other threads. I only want official references, not opinions. My own questions are:
--- I'll just add my personal opinion, for whatever little it's worth, that the "magic parachute" can always be deployed successfully when relevant, barring extreme circumstances such as an anti-magic field. RAW may disagree.)
I tried rolling with it at first, but I've reached my limit.
As to the other question.. someone deliberately destroying artwork (such as that fancy carpet and other stuff in the shack) probably doesn't appeal to Shelyn, goddess of art, all that much. I doubt she'd be pleased. No idea what she'd do though.
Nefreet wrote:
I beg to differ, as I could never enjoy playing a character interested in a faction I truly didn't like (most of them). I'm more and more inclined to not even show up for my first game tomorrow. Somewhat regretting the purchase of two rulebooks books I may never otherwise use as well as the time spent working on the character.
Suede wrote:
Certainly, but none of what you said really changes my feelings. Their flavour as written in the guild guide just makes them unappealing to me. Some of this may change as I play and actually encounter them though. Ugh about the Lich thing. Now I like my top choice less. *sigh* and they're leaving... great. What I considered was the top of the pile of.. stuff... won't even be around long enough for me to gain any serious experience with it. Steven Schopmeyer wrote: Factions are nice, but not required. It is perfectly viable to just play a Pathfinder who doesn't worry about fulfilling their faction goals. True you can ignore the goals, but it's clear you can't ignore your faction (at least in character) since core concepts of PFS, fame & prestige, require you to deal with and belong to factions. Your purchasing power is severely limited otherwise. ... and this discussion is reducing my interest in PFS.
New to PFS (long time player otherwise).
The Concordance - Not really bad, just not entirely sold on it.
So... Concordance, Liberty & Sages are the only three I have even marginal interest in being a part of.
Two related questions:
Made a custom table tent with Scarab Sages logo for my first PFS character (first game tomorrow!) Want that Concordance logo for what may be my second. (third at most)
This is long, sorry! One member of my gaming group, the only other one still remaining from our original group. (Others have left, new ones have joined...) has a tendency to railroad when she runs the game.
A few sessions later we'd somehow incidentally rescued him anyway, despite no other PCs knowing about this quest and mine having already made it clear he didn't want it to happen. Probably would have actively worked against it if I'd been given any hint that we were on track to freeing him regardless while on what I believed, until after we'd suddenly freed him, was an entirely different and completely unrelated quest. This second example ended in a literal ragequit.
Anyway, at one point one of the PCs, a tiefling, contracts a vampirism curse. She'll not actually turn into a vampire until she actually drinks blood, so the rest of the party, as a whole, did their best to keep her from doing so until we could find a cure.
Anyway, now to modern day. New campaign, different GM, this person is now a player.
In our last game, the boss fight we'd been making our way towards for the last several sessions, her actions amounted to turning invisible and going to play with a distraction (a 'baba yaga' type hut on spider legs). That made the rest of the combat safer for the rest of the party. By the player's own admission, she was going to go try starting a forest fire (keeping in mind we're in the middle of said forest) until the distraction was pointed out.
I had talk to the GM about my issues in the week before last session. After last session I talked to him and gave an ultimatum: That character is removed from play or I leave the table. This will be discussed next session with the other players and which character leaves the party will be determined then. Things will be a bit awkward, if it's me, since we game at my mother's house. It's the only place between us that's free, quiet, and has a large enough table for a battlemap! If this doesn't go my way, I am most likely never going to play another rpg involving that person in any capacity, which is sad as she's one of the first friends I made in this city. We'll still have our board game nights though (we alternate PF/board games week to week). For the record, I kept quiet as long as I did mostly with the memory of my ragequit in mind and not wanting to cause another scene. Also hoping the GM would himself actually call her out on her evil acts and tell her to stop. .. and now done. To those who read through: Thanks for your patience!
While the animate objects spell specifically states that the object attacks whatever you designate, there is no such ruling for those created using Craft Construct. Furthermore, I can't find any general ruling that states constructs are controlled by their creator, only specific (and differing) instances as per the spell or in their own descriptions. So by RAW as I see it, crafted animated objects are just mindless creatures with no direction and not much incentive to do anything. Should they be somehow goaded into attacking (I can't see why they'd initiate combat), they wouldn't differentiate their creator from any other creature. Similarly, those created by the spell, which seem to have only one command, attack: What do you do with those made permanent? Designating new targets requires actively doing so with a move action, so leaving them alone to guard would have no effect, and hauling them around would be annoying at best, with no incentive to follow you unless you designate yourself as their target. (And without a 'stop' command you'd have to designate a rock or something else pointless for them to pulverize to stand down.) Can anyone prove me wrong?
As per the Animated Object rules they have AC 14, touch 10, flat-footed 12 (+4 natural) I'm not understanding how it's losing 2 points to its flat-footed AC.
Was reading through the campaign clarifications, and under Legacy of Dragons there are two conflicting entries for page 4.
With or it would mean either one works. The and would mean that a weapon must be doing both types to bypass DR. Given and would effectively give DR/— (does anyone have a hurlbat?), I would assume or is correct. Second, for page 22
A Drakerider is an archetype presented on page 24. Don't understand the presence of 'rider' above (I assume this is simply an error). I don't understand the final part at all. What it seems to be saying is that, so long as the drake remains stupid with it's starting Int of 4 and never boosting it through any means (typically through the ability boost every 5 levels) it has more HP, and that as soon as its intelligence increases, that bonus HP is lost.
As far as I can tell, any url with products/btpy****? is a scratch & dent, so it's relatively easy to avoid those.
thelivingmonkey wrote: Reflex save? That's all I've got lol Saving throws are listed sepperately. LordKailas wrote:
Those do answer my original question, but do not in any way answer my second question, which you quoted. To rephrase, as my 2nd question is essentially a reversal of my first: Since Acrobatics & Climb are called out specifically afterwards, is there any reason to say 'on any check', when there do not seem to be any other checks that would apply? - Their use in slippery conditions would seem to include any situation where you could slip and fall. Secondarily, are there any situations where you could slip & fall that are not slippery conditions?
Ah. A second, related question: What other checks might apply to avoid slipping and falling? Only one I can think of is a straight ability check, which would bypass armor penalty, although I can't think of any situation where that would be allowed short of a house rule. Hillariously thinking of this right now: "I use Intimidate on the ice to convince it to not make me fall."
It's been stated that they want to avoid replicating D&D books, so an official Spell Compendium is likely out of the picture for this reason as well. chopswil wrote:
A little off topic, but I don't suppose you have a traits database in the works? The one on d20pfsrd is incomplete (not updated since created in 2014), lacks sources for most of what is there, and, of course, lacks any Golarion content. Thanks for those you do have listed.. some of them will prove quite handy for a project I'm working on. (Which may or may not get completed and released into the wild, but that's a matter of how dedicated I remain.) p.s. That last one in your list is Afflictions not Affiliations!
So I was looking through the community use products list and noticed a few items that aren't mentioned at all, in either section. There's the full block here:
Plus:
PZO9282 - Giantslayer Poster Map Folio (Although later ones are available) PZO92105 - PCS Taldor, the First Empire (even though every other chronicles/campaign setting book, except the last unreleased, is on the list) A few others, but they're all at the end of their respective lists and in part unreleased.
Also many PFS scenarios, most notably a gap starting with #6-17 then continuing with #7-00. Although my guess is there are campaign reasons for that. (Okay, so maybe I went a little overboard with my "looking through" the list)
I looked around for an official FAQ or errata mentioning this. I never would have considered looking at any PFS stuff, as I don't participate. There is a lot of useful errata on that page. Would be nice if it was made official outside of PFS (At least what isn't campaign-specific) and available for download along with all other errata. |