Paz wrote: Have you got a link to that other thread? I can't find anything solid. It looks like improved familiars only get animal class skills? That is, some of their skills become worse when they become familiars (Nosois lose Profession (Scribe) class skill, for example). Is this really how it's supposed to work? It seems counter-intuitive, and after asking around, this is not the way most people play their improved familiars.
Pirate Rob wrote: Skills: For each skill in which either the master or the familiar has ranks, use either the normal skill ranks for an animal of that type or the master's skill ranks, whichever is better. In either case, the familiar uses its own ability modifiers. Regardless of a familiar's total skill modifiers, some skills may remain beyond the familiar's ability to use. Familiars treat Acrobatics, Climb, Fly, Perception, Stealth, and Swim as class skills. Except that Nosois aren't animals. I think this issue was handled in some other thread for Faerie Dragons. Where they agreed that Riddywipple gets Dragon class skills. Similarly, other improved familiars should get class skills based on their type.
My wizard finally got his improved familiar, a Nosoi. Being an outsider he gets the outsider class skills, instead of the animal class skills for normal familiars. Unfortunately, "due to their varied nature, outsiders also receive 4 additional class skills determined by the creature's theme". Reverse engineering from Nosoi's skill bonuses, three of those class skills are Fly, Knowledge (History), and Profession (Scribe). Can I choose the fourth one? Or is there a better way to do this than reverse engineering from the bestiary entry?
Benjamin Falk wrote:
Nefreet wrote: ^ Wise words for the original poster. Oh, but this is exactly what I was going for. Soon the powers to be have to ban the trait, or the Society is going to be ran over by Chaldira worshippers! *muahaha*
Leonardo Trancoso wrote: For a iquisitor archer: str bow+ weapon bonus + deadly aim + bracer + pointblank + judgment + bane + destruction domain + (spell buffs like named bullet and others)...do the math : ) Activating judgment is a swift action, and it's only available a few times a day. The same goes for bane, and you need to identify the monster in question. The domain power is available only at level 8, it lasts for a few rounds only, and activating it is a standard action. So, you're wasting at least one round setting the inquisitor up, and more if you cast any spells. The fighter - who has access to all the other goodies, and more - has already started dishing out damage, and can keep on doing that all day long.
David_Bross wrote: At +2 Str, +2 bow, you've got +2 str +2 bow +4 weapon training +2 weapon spec for 1d8+10, which is why I was asking. +2 Str, +2 bow, +2 weapon training, +2 gloves of dueling, +2 weapon spec, +2 arcane strike. Yep, he's an Aasimar. Aasimars are pretty handy for darkvision, and being immune to dominate person, too. And Plumekiths get +2 Wis (in addition to +2 Dex), which is practically +1 to Will saves.
David_Bross wrote:
That's interesting. I've been playing my fighter archer with rangers, paladins, inquisitors, and even clerics wielding bows. My fighter was always the most consistent damage dealer - even on low levels. Granted, I haven't played with the Zen Archer yet. For comparison, at level 8 his attack routine is +21/+21/+16 (d8+12/x3). Manyshot and Point Blank Shot bump that up a bit. Also, he doesn't have Deadly Aim yet - that's going to make a difference.
I was thinking about creating a PFS character from the Kingdom of Man - just because the First Rule alone is so awesome. I heard there are PFS legal prestige classes for Rahadoumi characters, but I couldn't find them. Any idea where to look from? Or, which source books would have more information about Rahadoum. Also, do you have any other mechanical ideas for a character following the First Rule? Clearly, clerics and paladins are out of the picture.
Eric Clingenpeel wrote: I'm just curious, are you running them as PFS, or just running the scenarios for a homebrew campaign. I'm keeping it strictly PFS, in hopes of getting more players to the Boston Lodge. And I get to root my own ideas of PFS into their minds when they're still untouched by the community *devilish grin*.
RainyDayNinja wrote: ...Unless I'm forgetting something, The Goblinblood Dead doesn't actually have goblins in it. Oops, really? I've played it, and thought there were goblins. Anyway, that's easy to fix. RainyDayNinja wrote: But there is Murder on the Silken Caravan. Oh, I played that on season 0, as my second PFS game ever. I didn't remember the goblins. Thanks! Btw, with a lvl1 3.5 character it was brutal :)
I'm starting to run PFS games for a home group, starting from level 1. I already ran We Be Goblins! for them. The goblins were a hit, and that got me thinking if I should continue the theme. What scenarios are out there that feature goblins? So far I know of We Be Goblins Too!, Goblinblood Dead, and Frostfur Captives, and Rise of the Goblin Guild. Also, part 1 of Rise of the Runelords has lots of goblins. Are there others?
There are boons in #4-16 The Fabric of Reality and #4-25 The Secrets Stones Keep that I'd like to combine. It's somewhat unclear if what I'm planning will work. The boon from #4-25 is not relevant for my question, so I'll leave it out. The boon from #4-16, and the question are inside separate spoiler tags. Let's try to keep the thread as spoiler free as possible. Boon from #4-16
Spoiler:
Because you were part of the team responsible for changing the nature of the Hao Jin Tapestry, you are granted special use of it on a limited basis. Select one location on Golarion other than Absalom. You travel freely from this location to the City at the Center of the World and vice versa. When adventuring in either Absalom or the chosen location, you are treated as being in both locations for the purpose of boons and vanities that are location-dependent. And the question
Spoiler: I'd like to select Jormurdun as the location. Jormurdun just happens to be located in the Worldwound. Is fast travel through Hao Jin Tapestry still possible to that location? To my understanding teleportation magic wouldn't work.
Nefreet wrote: So, going back to the OP, only the Improved Familiars listed in the FAQ can use UMD, and only to activate wands. Gotcha. Thanks. I hadn't seen the new FAQ thread you linked.
If you're referring to [url=http://paizo.com/threads/rzs2nv0h?Improved-familiar#1]this thread, I didn't see a Paizo official answering any quoestion about wands or UMD. To me it looks like speculation that having hands would somehow trump the sentence about not being able to activate magic items. Or, is there some other thread I've missed?
Once again. I know this has been asked before, but I noticed that the FAQ has been changed regarding familiars. Pathfinder Society FAQ wrote: It is intended that animal companions or familiars can not activate magic items. Meaning that no familiars benefit from UMD anymore? Really? There is a notion of improved familiars with hands later in the FAQ, but it refers to the magic item slots available for the named familiars. The list is awfully similar to the old list of familiars who were able to use UMD. Is that still the intent? Can the following familiars benefit from UMD? Pathfinder Society FAQ wrote: The brownie, faerie dragon, imp, lyrakien azata, mephit, quasit, sprite familiars, granted by the Improved Familiar feat, use the Biped (hands) section of the chart.
So, I assume this is how it's intended to work. Let's take a 4th level Musetouched Aasimar Bard, with Pageant of the Peacock masterpiece, and Perform (Act) selected for Versatile Performance. Her abilities are 10 10 10 7 10 20, and for skills she has selected max ranks for Craft (Calligraphy), Disguise, Perform (Act), and Profession (Diva). She has Circlet of Persuasion, Magnifying Glass, and a cracked Pink and Green Sphere Ioun Stone for Bluff. Her feats are Deceitful and Skill Focus (Perform (Act)). Her Perform (Act) is 4 (ranks) +3 (class skill) +5 (Charisma) +3 (Skill Focus, unnamed) +2 (Aasimar, racial) +3 (Circlet of Persuasion, competence), for a total of +20. Her Bluff is, due to Versatile Performance, the same as her Perform (Act); that is, +20. The Ioun Stone doesn't stack because it's competence bonus, the same as the Circlet. And it's up to the GM if the feat bonus from Deceitful would stack. JJ said he might stack it, but I think it's safe to assume it doesn't stack. When using Pageant of the Peacock, her Bluff score gets a +4 circumstance bonus, and is upped to +24. When using Pageant of the Peacock, she can make an Appraise check using her Bluff score. Any Perform (Act) tools don't help, but the Magnifying Glass grants a +2 circumstance bonus on Appraise checks involving any item that is small or highly detailed. As circumstance bonuses stack, her Appraise score for that kind of a action would be +26. Similarly, if she uses Pageant of the Peacock to substitute a Knowledge skill, the end result is the same +26. This time the +2 (unnamed) bonus comes from Bardic Knowledge, in addition to the +24 from Bluff. Wonky? Yes.
Samuli wrote: So, it would be +14 to, for example, appraise something using Perform (act). Thanks. Or, +16 if it was a knowledge skill, because the bonus from Bardic Knowledge stacks, according to James J. Gotcha (and we're talking about bard4). The next question is, when you're bluffing that you can, say, appraise and you don't have a single rank in appraise, are you considered untrained?
Versatile Performance wrote: At 2nd level, a bard can choose one type of Perform skill. He can use his bonus in that skill in place of his bonus in associated skills. When substituting in this way, the bard uses his total Perform skill bonus, including class skill bonus, in place of its associated skill's bonus, whether or not he has ranks in that skill or if it is a class skill. I'm somewhat confused on how this is supposed to work with the masterpiece Pageant of the Peacock, RAW. Pageant of the Peacock wrote: By gracefully weaving your body through subtle forms and postures you can convince others of your breeding, eloquence, and refinement. For the duration of the effect, you gain a +4 circumstance bonus on Bluff checks, and may attempt a Bluff check in place of an Intelligence check or Intelligence-based skill check. Now, if I have Cha 16, no ranks in Bluff, and 4 ranks in Perform (act), my skill bonuses for Bluff and Perform (act) are +3 and +10, respectively. I'm allowed to use my Perform (act) skill bonus in place of my Bluff bonus. So, when I'm using Pageant of the Peacock, it is a Bluff check with a skill bonus of +10, from Perform (act), and after that I get the +4 circumstance bonus on Bluff checks from the masterpiece, making it a total of +14 Bluff check? To me, this seems to be the correct reading of the rules. I'm especially interested in the RAW, as this is used in Pathfinder Society.
To me it's this simple. You get the high-tier rewards, if you face the high-tier challenge. If you're giving out chronicles without deaths caused by the higher sub-tier, they shouldn't get the high-tier rewards either. After all, you're handling the situation as if they would've faces low-tier challenges, and subsequently didn't die.
Fromper wrote: If you play sub-tier 6-7, then any PC whose level is not 6 or 7 gets the out of sub-tier gold. Thanks. Where did you get this from? I didn't find it from the guide. Fromper wrote: In your example, though, you wouldn't be allowed to play sub-tier 6-7. The rules now state that playing up or down is no longer optional. A 4 person party with an average level of 5 in a 3-7 is required to play down. So you'd play sub-tier 3-4, the level 4 player would get sub-tier 3-4 gold, and the level 5 and 6 players would get the out of sub-tier gold. Huh? Where did you get this from? I didn't see any mention of party with APL between the possible subtiers couldn't choose whether to play up or down.
Caderyn wrote: Always make sure there is a way for the PC's to proceed through the adventure (if they wish to continue that is), in this case the easiest method is Gather information checks (Diplomacy or Local) to see if they find someone who spotted her running down the street, have them make a few separate checks at a DC they can pass fairly easily to get led around town to the location they should arrive at Isn't this modifying the scenario, and as such forbidden in Organized Play? For example, GMs are not allowed to add more monsters, change written tactics, or add more items. Surely this is a similar situation.
Cheapy wrote: Since it's basically either Weapon Focus or Martial Weapon Proficiency, the price is fine. Oh, but it's not like Weapon Focus that gives you +1 to attack rolls. lesser bracers of archery give you +1 competence bonus to attack rolls. So, it doesn't stack with bard's inspire courage, for example. Also, cracked pale green prism ioun stone give you the same +1 competence bonus to attack rolls for 4,000 gp.
Having had the pleasure playing with Mark I'll have to agree with everything from the opening post. He is super fun on both sides of the table. And I really enjoy how he's both challenging and extremely fair as a GM. I see it as a combination of extensive knowledge of the system, and natural talent for gamemastering. Mark, you rock!
Lincoln Hills wrote:
I edited my post after you replied. Sorry for the hassle :)
What if the target turns invisible? Is the weapon going to attack the correct square? How about after he becomes visible again? What if someone casts deeper darkness? Does the weapon know where the target is? What if there is dim lighting, is the weapon subject to a miss chance? What if they're fighting underwater?
I have a character who tries to convert everyone to follow Chaldira Zuzaristan. He was already able to convert one of my other characters, and a second one is in progress. Because Chaldira gives out the greatest powers there are, even cheating death itself.
Memorysquid wrote:
That wasn't his point, or at least I didn't get it that way. I think his point was that he's bringing enough to the table, but because it's a group effort, that's not enough. The other characters should be able to pull off their weight as well. And I feel exactly the same way. I know what my characters can do, and how they contribute to the team. But I see a lot of characters who I constantly worry about. Maybe they're starting fights when they shouldn't. Or they don't know the concept of retreat. Or they don't have any ability to see invisible, to handle darkness, or to fly. And I wouldn't want to worry about them (as a player, in-character that's cool). Heck, if there are season 3 and season 4 scenarios to choose from, I don't want to pick the season 3 one just because I fear the other characters might die. Still, that's kinda what I did today.
Jason Wu wrote:
We had three Chelaxian summoners (cleric, druid, wizard) back in Season 0. We didn't really mind playing up. Or what other characters happened to be around. It got old pretty fast.
Finlanderboy wrote: The sanos abduction can be rough. I had the players scrambling. Also consider one crit in the last fight can do well over 40 damage. Oh, I meant low-tier with four players. Check the encounters ;) That, and the fact how they're timed. I'm tempted to give it two stars just for that, even though there are redeeming qualities in the scenario.
Jason S wrote: Four players in season 4 is risky. Fortunately, in season 4 the encounters get modified for four players. Unfortunately, some scenarios are still a cakewalk for four players in season 4. The Sanos Abduction comes to mind. Overall, I really enjoy the difficulty level in season 4. I might be in the minority, though :)
David Montgomery wrote:
I've been deducting gold in First Steps—Part II: To Delve the Dungeon Deep, and First Steps—Part III: A Vision of Betrayal. Granted, it was the Sarkorian Prophecy that made think was I being fair to my players (I didn't think you weren't - you rock!). Now that you quoted the examples from Sarkorian Prophecy, I checked the First Steps text. Part II had text similar to the Sarkorian Prophecy. However, about part III:
Spoiler:
It reads: "If the PCs defeat the gillmen, give each PC 160 gp."
When I ran it, one the gillmen escaped with the artifact. I didn't count that as defeating, and deducted gold based on the gear he was carrying. After this discussion, I think I did the right thing. And it looks like it was a lot clearer than I thought/remembered. Thanks for pointing it out. Sure, there probably are some gray areas somewhere, but most of the text is pretty clear.
There are a few scenarios where the BBEG (or one of the other encounters) is written to escape under certain conditions. If they're carrying some gear, should I give the players less gold because the loot got away? PFS Guide tells DMs to reward creative solutions, and give full reward if an encounter is bypassed by roleplaying. But this is somewhat different, as there was combat, and the enemy escaped with the loot. For what it's worth, I've seen DMs usually deducting the loot in this case.
Paul Rees wrote:
That's cool. That's just not how the design team operates. It can be clearly seen from the Bracers of Falcon's Aim case, for example. The answers to your questions for that item are identical: no, no, no, no, and yes. I guess we've done our best here. I'd like to hear from a comment from Mike or the designer team.
KestlerGunner wrote: I could make a trait that allows you to cast Major Image five times a day using your hit dice as caster level. It'd be overpowered in terms of game balance, but it'd likely be unpopular because the majority of players want something that makes them hit harder and faster instead of create illusions. Excellent point. One of the reasons I brought this up was that Lessons of Chaldira allows you to re-roll failed saving throws. That's pretty much the only thing that kills high-tier characters in PFS. So, personally, I see saving throw re-rolls even more valuable than an extra (secondary) attack, for example. I wouldn't have created this thread if it let you cast free illusions :) |