Wizard

Sagian's page

Organized Play Member. 98 posts. No reviews. No lists. No wishlists. 16 Organized Play characters. 1 alias.



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Calcryx666 wrote:
H2Osw wrote:

Friday is a big day!

That trailer is awesome, I can't wait to get my copy!

There will be so so many refreshes and checking everywhere for this Player's Guide tomorrow, can't wait

Refreshes…refreshes again…and again…Calcryx666 is a prophet…refreshes again…


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Thanks for everyone posting so far, it is much appreciated.

Current idea. The character Valerie, Val for short, is a human from, let’s say Taldor. I feel like they have a lot of parties. Val, and her poodle, Trixie, took a sailing vacation to be more worldly, i.e., more diverse parties. Sadly, massive storms hit the ship and after several harrowing nights that surly would have ended in Val and Trixie’s doom, the storm passed and the ship and crew limped towards the nearest port…Mechitar of Geb. Feeling lucky, Valerie and Trixie decided to take shore leave. Through a bizarre quirk of fate and skittish skeletal horses they were immediately trampled by a runaway cart carrying party supplies. By accordance with Geb’s Dead Laws, Valerie was summarily turned into a Zombie and sent to the farms outside of Greydirge to harvest the fields…for ever. We won’t talk about what happened to Trixie, but no amount of seasoning would keep Trixie’s spirit away from her favorite human. Nor would any amount of mindlessness keep Valerie away from the developing fashion trend or the new juicy local gossip. “Did you hear what happened at the bank?” Besides, eternity of manual labor, that’s going to be a big no! By sheer pluckiness, Val awakens from her mindlessness, summons her ever faithful Trixie, and leave the harvesting behind. Luck would have it there is this organization, called the Celebrants, where her gossip skills will be most welcomed. A match made in unlife, but first, Val really needs to find a powder room and some new clothes.

Valerie is a Summoner with an undead Eidolon, Trixie. Val will get good use out of Gossip Lore from the Dandy Archetype as well (why that’s not Charisma based is a missed opportunity in my opinion). Abilities will focus Charisma->Int & Con->Dex-> Str & Wis. Val will have a dismally low AC so I’ll have to be creative with spells and Items and hide a lot. Aside from doing her daily yoga, Val will have plenty of time to rub shoulders with the local socialites.

I chose Summoner because Val is lazy of sorts or maybe just more focused on local gossip, parties, and fashion. I feel like this class requires the least amount of pretend study and skills to Val would have to put effort in, while also allowing, Trixie to have some form. Another idea was making Trixie a familiar and going another route with the class, maybe bard, but trying not to double up on the bardic players. Besides, Undead Eidolon gives the highly valuable Harm spell, even if it is of limited frequency. Also, Val is a little selfish, and buffing the whole team seems like an awful lot of work.

I welcome constructive criticism and suggestions. Those trying to eat femurs may I recommend the humerus. It’s a smaller bone, and if you do gag, it will be funnier.


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Gonna make a Lawful Good Orc now.


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Slow clap...


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Kobold Catgirl wrote:

4. "[let's be honest, probably going to be removed by moderators]"

Okay, jokes aside, the fourth debate is "biological essentialism about lizardfolk being less intelligent than humans is okay because horses are very heavy".

This is true. I’ve seen horses close up and they are very heavy. I must admit though, that I’ve not seen Lizardfolk up close, but I have read somewhere that they just keep growing throughout the lifespan. Kinda makes you wonder


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Ghost catfolk called Ten.

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Alex Speidel wrote:
Tomppa wrote:

Does the Skeleton Boon answer the question "can you heal undead with Soothe?"

Soothe says it targets a LIVING creature, but book of the dead gives it as an example for healing undead creatures. Since this is an easy issue to houserule in a home game, but absolutely character breaking problem of table variation in Society games, is there any chance we could get a society rule, or at least a recommendation, for this?

In Pathfinder Society, soothe works on undead PCs (or undead enemies, I suppose). The design team intends to alter its target to "one willing creature" the next time the errata process starts up.

What’s the thinking on, for example, a skeletal summoner with a anger phantom eidolon both getting hit with a 3-action heal (or a harm) spell? One may take damage based on the save, the other will heal. Would we represent that in math in the shared hp or something else?

Thanks


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I want to thank all who posted here with their thoughts on Kingmaker! I can’t but be excited to play or run the adventure. Reminds me a lot of my home games so…so long ago. Back then we were just happy to have built a smithy or a wizards tower.

Again, thanks for the well and spoiler free reviews. May all your kingdoms reign forever.


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Perpdepog wrote:
Sagian wrote:
So, quick question as I know little about Kingmaker…is it good?

No, it's terrible. In fact you should probably give me your eventual copy of it, just to be safe; I shall selflessly make sure you never have to look at it. :P

(October can't come fast enough.)

keftiu wrote:
While it’s not the same as a full kingdom, I do wonder if the customizable Harrow Court in Stolen Fates will make at all a simpler splash. I know people had higher hopes for the castle you get in Age of Ashes than what it turned out to be.
That was a real disappointment. The system was so minor that my party interacted with it for one downtime cycle before realizing there wasn't any real reason to. We have at least two party members who are big base-building fans, myself included. I have higher hopes for the Harrow Court.

Oh okay. Well, when I get my copy…(sense motive roll), hey now! Nice try, you.


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Thanks for that feedback. Given that the population at hand thinks it’s good. Is it possible to describe why it’s good without spoilers? What makes it different than others? Writing? The story? Some internal game element?


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So, quick question as I know little about Kingmaker…is it good?


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Sagiam wrote:

Well when you choose a pantheon you get to pick between your patron deity and the pantheon for domains, alternate domains, and spells. Basically you're getting more options in exchange for doubling the amount of edicts and anathema you have to juggle. I'd guess that favored weapon works the same way with you choosing between your patron or the pantheon as a whole.

And like always you can only have one favored weapon.

Was my impression, but then paizo has to go and include some parts in the description and exclude others. Was it purposeful, or just incomplete? I suspect we won’t get a solid answer, but I had to try.

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Does evolving destiny boon allow you to change your abilities? Is there not a description for each of these boons we can purchase?

Thanks


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Darksol the Painbringer wrote:
Sagian wrote:

Given that the description of both the Message Cantrip and Demoralize Skill is talking, can this be used as one action with the range of the cantrip?

Also would this be a good way to maintain a Hidden or Undetected state?

To answer your first question, per RAW, no. At best, you could argue that it's two actions, one to cast the spell, and one to actually demoralize, but there's a major disconnect within the rules that denies this combination working in the way you think it should.

For starters, utilizing the Message cantrip operates under the Cast A Spell activity, a specific type of activity that is its own thing and operates under a frequency different from usual actions in combat.

Cast A Spell wrote:

You cast a spell you have prepared or in your repertoire. Casting a Spell is a special activity that takes a variable number of actions depending on the spell, as listed in each spell’s stat block. As soon as the spellcasting actions are complete, the spell effect occurs.

The bolded sentence means that once you finish the actions that the spell requires, the spell effect happens and is resolved before continuing on with the rest of the turn. This is independent of other activities unless they are specifically called out as such, like the Reach Spell feat. And last I checked, Demoralize does not have that exception. Furthermore, once the one-action spell is finished and you proceed to Demoralize, the benefits of the spell are finished within that same action you used to cast the spell, ergo you cannot utilize the range of Message to amplify the potential area of Demoralize.

Lastly, spells give off obvious tells that they are spells and that they are being cast. Unless you take measures to counteract this (such as the Conceal spell feat chain from Wizards), or are able to see the target without them being able to see/hear you or your square, chances are the enemy will notice you.

Is this intended? Hard to say. There's no clear means of denial aside...

Your description and logic on the rules are solid and I would agree. I think the rules fails the player and the idea of role playing on this instance. I think I would allow it in a game I would run. Definitely won’t fly for PFS...too bad.

Thanks for the discussion.


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Aratorin wrote:
Sagian wrote:
Grankless wrote:
Hilariously, last night, after posting my post that same morning... this exact situation occurred, and I allowed my wizard to coerce from a hundred feet away. Admittedly, combat hadn't happened... But that bandit was mighty confused. "God?"

“Yes. I need you to build an arc!”

Hmm, I don't remember the story about building a semi-circle.

Ark*


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Grankless wrote:
Hilariously, last night, after posting my post that same morning... this exact situation occurred, and I allowed my wizard to coerce from a hundred feet away. Admittedly, combat hadn't happened... But that bandit was mighty confused. "God?"

“Yes. I need you to build an arc!”


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Given that the description of both the Message Cantrip and Demoralize Skill is talking, can this be used as one action with the range of the cantrip?

Also would this be a good way to maintain a Hidden or Undetected state?


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masda_gib wrote:

Okay, let me try to answer to all those questions.

Sagian wrote:
masda_gib wrote:

You can aid your own and anothers animal companion.

The one big difference when aiding your companion with an attack action (your aid uses an attack) is that you might have to apply MAP since your aid reaction would still be on your turn.

So when you do Strike - Prepare Aid - Command AC and then your aid reaction is triggered by yozr AC and you aid by attacking, then the reaction takes MAP.

Thanks. Follow up.

I know the rules say “usually by using an action in your turn” with regards to preparing to preparing the aid, but looking at other threads it seems like it’s an “always” thing.

I would read that "usually" as "always except when the GM says otherwise. Maybe they decide that your method to help is so simple that preparing is a free action, maybe it is so complicated that it needs 2 actions.

Sagian wrote:
Can my preparation just be the fact I’m gonna shoot (strike) the fool trying to hurt my pup?

This would more likely be the Ready action instead of Aid. You Ready a Strike with the trigger "Someone hurts my pup". Readying takes 2 actions on your turn, though.

Sagian wrote:

Where the aid action is a well timed strike? (FA—free action, A—action, RA—reaction)

Scenario 1: A—Strike; A—Command AC; RA—aid roll; A—dance the jig after Beans mauls the Gnoll.

Here you would get an Aid reaction with preparing having no cost (free action basically). If you can justify that to your GM that might be possible but the default is "spend 1 action".

Sagian wrote:
Scenario 2: FA—“Beans, tickle that nasty Gnoll”; A—Prepare Aid; A—Command AC; RA—Strike for Aid; A—dance the jig over fallen foe.

This... looks the same actually. Free Action and no action to prepare are practically the same.

Sagian wrote:
Assumption scenario 2: making the aid action an actual strike so it does damage and hitting the enemy in a soft distracting spot to produce
...

Great! Appreciate your time and feedback. Scenario 2 does include an action to prepare Aid, ignore the FA speech, it’s just for fun. That said, the goal was to combine strike damage with aid roll without 500 actions being used. I think I’ll just stick with focusing flanking.

I think they need to keep aid non combative and bring back or add more combat cooperative maneuvers.

Regardless, thanks again for the feedback.


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Thanks for responding. You have an Interesting suggestion, regarding the DC of the item. Hopefully we’ll get more responses to contemplate.


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I get you can use Bargain Hunter in Downtime to earn income. I get that you get 2 extra GP during character creation. What I don’t get is the middle part of the description,
“You can also spend time specifically sniffing out a great bargain on an item; this works as if you were using Earn Income with Diplomacy, except instead of gaining money, you purchase the item at a discount equal to the money you would have gained, gaining the item for free if your earned income equals or exceeds its cost.”
When is this used, downtime in addition to earned income or is this done in-game?
If during downtime how many times could this be done? And how is this different than just earning money and buying the item?
Or, maybe it’s used in game. Again, how often can this be used and how does this work for organized play?
Thanks.


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Unicore wrote:
Sagian wrote:


Raised up on the mean streets of the city before being hired on to the local military should offer armor proficency that improves with time of service not only weapon proficiency.

This is what level does it makes you better with your weapon every time you level up. It is why gaining training is important and why Expert isn't just getting better, it represents a level of learning that goes beyond level. For PCs, this is represented by class specialization. For NPCs it is entirely story driven so mechanical rules are not really important.

If having options restricted by thematic elements like class and archetypes feels too limiting, it seems like you are probably looking for a classless system.

Having options restricted by theme is not too limiting it’s exactly what I’m asking for, with the exception of not being limited to the limited themes they provided. What theme is the fighter multiclass archetype? I swing sword and I swing it better, maybe. So much more to a fighter, then what they offered. Why have the champion get armor training and not fighter? Their themes are lacking and crafted more from some back room game mechanics, which I get, but not at the expense of the them, of the story we try to create, and the path we choose to find through our adventuring. I’m sure we’ll all look forward to new class archetypes (pirate, samurai, angry dwarf with a hammer), but they had an option to allow the player to create their own theme with the multiclass archetype. There are far more players than designers and it’s not a far reach to think that the collective player creativity can exceed the designers. We players could have owned the MC Archetype and still have fun playing the archetypes the designers created.


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Gratz wrote:
NemoNoName wrote:
NOTE2: I know this is a lot asking, but it would be great if some of the designers of the game could explain their reasoning for this much restrictiveness and weak sauce of the system.
Ah yes, I think calling it weak sauce will certainly encourage and incentivise the designers to respond to your comments and questions.

Options with purpose is like a buffet for the blind. Regardless of what you put on your plate you are gonna get full. In this system someone is walking with the blind patron and choosing what foods they can have, and they aren’t tasty combinations. They should have just cured their blindness and let them eat what the want. The restriction is built in already; it’s how full they get.

Clearly I’m hungry, but I’m sure you agree that if my character comes from a wizarding background that wants to focus monk qualities of defense over punching that should be an option. Raised up on the mean streets of the city before being hired on to the local military should offer armor proficency that improves with time of service not only weapon proficiency. At least the option to choose where you focus your training. “You, recruit, put on your armor we are going to war.” “I can’t, Captain, no one trained me during bootcamp, but I do know all the names of the weapons in the armory!”

I think the designers were on to something, but they are force feeding me iceberg lettuce without the options of romaine or spinach let alone to choose some delicious toppings like cheese, mushrooms, croutons, etc. Don’t even get me started on their dressing options.

Okay I’m done, I’ll go eat. Maybe I’ll find a buffet and exercise my creativity and freedom.


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Is there an error in the fighter archetype? Despite it saying they “increasing your skill with martial arms and at wearing armor,” I don’t see where they get armor proficiencies. I see it under champion and the rogue... actually that seems to be it despite the use of armor in other classes. That said, armor is an important and iconic factor for fighters, so is this an error or oversight?