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SheepishEidolon's page

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The "Digital content" / "My downloads" section of the page could use... vast improvement. There have been a few statements suggesting it's work in progress, during the last few years, but appearantly there was no major change.

Maybe a complete overhaul is simply too much of a project. In this case, splitting it into small improvements would help incredibly. User's life could be easier even with just a consistent order of "File Per Chapter" and "Single File", by stripping repeated "Paizo Adventure Path" entries in each line or by starting downloads automatically, after watermarking.


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A good package. Minor issues: "Troubles in Otari" uses the flip-mat image for the adventure. "Flip-Mat Classics: Anceint Dungeons" has a typo.


Some mysteries offer an improved version of mage armor as a revelation. It scales with level, has some special effect later on and can be used in 1-hour increments (hence it's basically "all day" after a few levels).

Given that you basically want to play a sorcerer with healing capabilities, I wonder whether unicorn or phoenix bloodline might be a better fit for you...


Breakdown for campaigns I GM(d):

Giantslayer, abandoned at level 9
Homebrew, finished at 21
Homebrew, put on hold at 5
Curse of the Crimson Throne, ongoing at 4

So, in a strict sense it's only 25%.

Breakdown of campaigned I played:

Homebrew, ongoing since 2013, level 8
Curse of the Crimson Throne, joined and left at 8, but I guess the GM finished the campaign at 17 (lost contact though)
Kingmaker, joined at 1, campaign imploded at 2
Rise of the Runelords, joined at 4, campaign fell asleep at same level

In a strict sense it's 0 of 3 (ignoring second one due to uncertainty), respective 0%.


Maps of Casmaron are scarce. Would it work to move the action to another desert?

You could also pick a random RPG desert map. Since there is (appearantly) no official material, nothing contradicts your take.

Finally, you can paint something on your own. Tools like Wonderdraft vastly simplify the creation of RPG maps.


As far as I remember, they publicly considered the special treatment of undead (and constructs) overly complicated, so they turned everything into Con based. Should be true for PCs also, but you can ask at the PF2 rules section to be sure.


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kyrt-ryder wrote:
would be a shame to lose PF1, but if they don't want to fight that battle that's their call to make

Let's start with a disclaimer: I don't endorse piracy. Good books should be rewarded with buying them.

But in such a scenario Paizo could find unusual allies among pirates. While illegal copies are currently undesired, they would become a boon once the books are no longer allowed to be sold legally. They still have the chance to spark interest in buying legal books (such as PF2), and they would undermine Hasbro's lawful evil policy. All Paizo would have to do is to stop fighting piracy of PF1 books, once the scenario becomes reality.


JiradTheRake wrote:
However, the bigger issue is whether they need to sleep or not.
CRB, page 220 wrote:
A sorcerer or bard needs 8 hours of rest (just like a wizard), after which she spends 15 minutes concentrating.

Note it's "concentrating", not "preparing". Only prepared casters prepare.

Also keep in mind that Melkiador replied spending his free time, in a quite patient way during his first two postings.


Malik Gyan Daumantas wrote:
Keep in mind this is assuming the cleric in question is good aligned, because i know the whole bad touch concept is a thing, but not only would i not know where to start, i want to make it a non lethal bad touch build and i dont know if i can do that while good aligned

Every CG deity offers the Chaos domain, with its bad touch available at level 1. Your PC will have to be CG himself.

Beyond that, you can always prepare inflict spells and combine them with metamagic. Merciful Spell is obvious if you want it to be nonlethal, you can add conditions with Sickening Spell or Fearsome Spell and at some point you might want Quicken Spell. The Magical Lineage (inflict light wounds) trait should be helpful. You won't win the powergaming prize 2023 with that, but it might be good enough for a given campaign.


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I wonder about the motivation of such a move (if it's true). Sure, it might put a lot of pressure on competition and even drive some of them out of business. But WotC barely has the ressources to rehash old stuff - do they really think they can keep all these players interested in the hobby? Do they hope to completely dominate a very small market instead of being the biggest fish in a small one?

And as a third-party producer, I'd avoid working with such a company in any way. If they pull such a move once, they might do again.

EDIT: Finally, if only half the affected companies allies to challenge WotC, both on business and legal level, I wouldn't bet on WotC.


It seems like it can be addressed with encounter design, too.

1) If encounters are split among the entire day, mage armor loses a lot of value. Maybe something harasses the group again and again, maybe you have to dig for hours to progress within the dungeon, maybe it's just a random encounter.

2) If enemies target touch AC or CMD, mage armor loses value, too. Maybe a ray attack gets combined with sneak attack, maybe adventurers get bull rushed into a pit, maybe it's a class ability to target touch AC (bolt aces can pull it at level 1).

Of course a GM shouldn't overdo it. If regular AC remains as an important defensive value, players have something to flock towards to. Reducing the importance of regular AC too much means further encouraging the already dominant paradigm "kill it before it kills you".


Why send the paladin and not someone else?
If it must be the paladin, why it has to be Bluff instead of another solution?

But ok, let's roll with it. A paladin could lie (no matter the codex) and afterwards ask for atonement. Because he sincerly blames himself for not being able to come up with a better solution, and he will strive to improve.


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As GMs, we trust ourselves to play all alignments in a proper way, even as we spend only little time on fleshing out some of our characters. So IMO we should trust players to be able to properly play a single evil character. At least some of them.


Mark Hoover 330 wrote:
Sheepish, you would strongly dislike my current tables lol! One of my players has a PC in both of my games and he helps direct PCs towards the following pattern in both

Sounds like a healthy injection of chaos is in order (pun intended).

It's a complex pattern and relies on a lot of things, so it's rather fragile. What if no plot hook comes up and players are supposed to find their own goals? What if no sources for investigation are available - maybe they are stranded alone in the middle of nowhere? What if being fast is actually detrimental - perhaps they have to wait until full moon anyway? What if the situation changes heavily after their scrying etc.?

If they have to improvise, they might notice it works out and is more fun also (well, for some people, at least).


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I banned scrying spells since such a cautious playstyle is not what I consider adventuring. They might be back at next campaign, though, to allow players that playstyle if they really desire it.

Beyond that, I changed effects that neutralize opponents (anything beyond staggered / slowed) to allow a new save at the end of each round. By now I saw this in action for some sessions and IMO it works well, although a crafty player already figured out command isn't handicapped at all. Nevertheless, this houserule avoided a ban on such effects.

I am thankful that most of my players don't feel the need to gravitate towards (IMO) problematic material. They seem happy as long as they feel the challenges are fair and they get to shine (which can require me making a fool of my NPCs, but that's part of the job).


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W E Ray wrote:
To me, honestly, a +2, +2, +1, +1, +0, -1 just sounds like a peasant farmer who doesn't wear shoes. Or rather, since that is exaggerating for effect, it sounds like an NPC village guard or town merchant. It does not sound like a hero or champion.

IMO, heroism and championship are more about attitude and deeds than capabilities. At least heroism is way more convincing if there is an actual challenge - superhuman stats actually undermine that. To use an extreme example: Superman stopping a mundane bank robber is not heroic, it's something he does without any risk. At least for himself, he still has to care a little bit for innocent persons involved.

Sure, with more power the scope of heroic deeds increases. A high-powered PC can save the multiverse, while a low-powered one might struggle to drive off a bunch of goblins. IMO both can be equally heroic.


Taja the Barbarian wrote:
Weapon Quality / Resizing Source Giant Hunter's Handbook

Hrm. So if someone wants to annoy you with an antimagic field, you simply throw a net with this property. The property gets suppressed, and the weapon turns back into the Colossal sized weapon it originally was, hitting the antimagic field caster with 96 pounds. Yeah, that's a nice mental image.


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It's appearantly rather a guideline Paizo used internally. See rogue, ninja, alchemist (visectionist), vigilante (stalker), slayer + VMC rogue and probably more. Accomplished Sneak Attacker's text made it somewhat public.

At high levels monster HP scale quickly and there are increasingly powerful other ways (than HP damage) to neutralize them. So it's no biggie if the guideline is broken with a 2nd or 3rd boon.


I don't think encumbrance is a good way to counter Str dumping. Players will be affected mostly at lowest level, when their Str dumped wizards are (relatively) weak anyway. They know that after a few levels things will get better, so they might accept the issue for now and dump Str anyway. And since their GM didn't pull punches when it came to encumbrance, why should they when they have medium and high level spells at their fingertips?

Personally I'd rather modify point-buy: A 7 nets only 3 points, meaning only 1 point more than an 8. Suddenly the decision between both scores becomes more interesting. And having some score below 10 makes a character more interesting IMO.


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I appreciate the lowered prices for accessories (maps, pawns, cards etc.).

But personally I think the digital store here rather has a convenience problem than a pricing problem: Downloading multiple PDFs could be much more convenient. An outline how it could be:

1) You don't have to login again just to access your digital content.
2) There is a well-sorted gallery of your assets, fitting to the structure on the rest of paizo.com.
3) Names are shortened to the relevant part. Nobody needs 20 lines starting with "Pathfinder Adventure Path" in a row.
4) There are images of the book covers.
5) All these versions of a book (one chapter per file, lite etc.) are presented
6) You only have to click an asset once to mark it for download. If Paizo wants to stick with watermarks, they can be added silently before the user actually downloads (see 7)).
7) Once you are finished with selecting books, you click "Download selected" once. The result could be a ZIP with 0% compression, they are created pretty fast.
8) The files are named consistently and user-centric. My preference: When I buy the Advanced Player's Guide, I don't want PZOabcd.pdf, I want Advanced Player's Guide.pdf.

Sorry I wasn't entirely constructive, but the download section annoys me every time I have to deal with it.


Paizo could have introduced many character options based on Arcane Strike, but then they would have been gated behind the feat. Hence players would complain that they have to take (and activate) Arcane Strike first. See discussions about Combat Expertise and follow-up combat maneuver feats.

Further, as long as you have to pay the swift action (yeah, yeah, ACG feat), it competes with Arcane Armor Training and Quicken Spell. Boosting Arcane Strike means (relatively) weaker alternatives, so the new options not necessarily make the game more interesting, even if they are interesting by themselves.


Diego Rossi wrote:
I see we have very different opinions. For me "ammunition" and "encumbrance" aren't trifle matters. When presented with a wizard that can't transport his spellbook I want to know who has them, when an archer fires 6 arrows each turn, I what to know how many he has brought with him.

Yep, my GM and a few fellow players are also like this. And for a gritty campaign I see the point. But personally I want to spend my very limited gaming time on more fantastic elements. Mundane elements can lead to interesting situations, but IMO fantastic elements have a better chance to achieve this.

I could see a campaign or adventure arc with an emphasis on exact measurement of time. Maybe agents of order try to establish clocks everywhere, some creatures resist, and the conflict escalates. Maybe a campaign uses a setting where Medieval and Steam Age areas coexist, and pocket watches are one element that helps to show the differences. Maybe a big clock appears out of nowhere, and increasingly worse things happen when it hits a certain time of the day.


VoodistMonk wrote:
Does anybody actually care it's 12:34am? Or is it simply night time?

For me, a vague "night time" or "early afternoon" always was precise enough for the story.

If a player came up with an interest in more precise measurement of time, I'd try to add according elements. But I wouldn't be too happy about it, since to me exact time feels as much of a trifle as "ammunition" and "encumbrance".


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DungeonmasterCal wrote:
What's wrong with using the SRD?

My personal example:

d20pfsrd.com wrote:

Weapon Expertise (Ex)

At 3rd level, a samurai gains an unparalleled expertise with his chosen weapons.
(...)
Finally, his samurai levels count as fighter levels and stack.
Ultimate Combat wrote:

Weapon Expertise (Ex)

At 3rd level, a samurai gains an unparalleled expertise with his chosen weapons.
(...)
Finally, his samurai levels count as fighter levels and stack with any fighter levels he possesses for the purposes of meeting the prerequisites for feats that specifically select his chosen weapon, such as Weapon Specialization.

Became quite relevant when a samurai among my players had access to Critical Mastery, forcing targets to do two saves against save-or-suck instead of one.

I actually checked older versions of Ultimate Combat, but it never was the generous / sloppy version d20PFSRD uses. And according to archive.org d20PFSRD had it right back in 2014.

I will write them and see what happens.

My second example would have been reincarnate: They used a random table while implying it was the table. To be fair, by now they mention the CRB table first, then the previous table as an unofficial one.


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Umm, personally I'd flip through the "Revisited" books ("Classic Horrors Revisited" to "Undead Revisited"). Any of them describes 10 races and how they can be used for the campaign. Even if a creature was already used extensively in campaigns, the books can add new facets.

Random examples:

Ghouls (Classic Horrors Revisited) sometimes create entire societies below ground.

Minotaurs (Class Monsters Revisited) build elaborate mazes and are cunning enough to lure people into them.

Troglodytes (Darklands Revisited) make unreliable allies or mercenaries.

Nabasus (Demons Revisited) can grow with the party.

Ropers (Dungeon Denizens Revisited) catch adventurers to start philosophical discussions with them. While they eat them, limb by limb.


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Still playing in my first campaign since 9 years, and we made it to level 8 recently. When sessions are scheduled in a slow, erratic pace, and the GM actually prefers lowest-level play, such things happen. By now I suspect it's rather escalation of commitment that makes me stay...

When I GM, in average we play once a month. My personal favourite would be a rhythm of 3 weeks (session, recover 1 week, collect ideas 1 week, implement 1 week), but since I try to have every player in every session, that's not realistic.


Given that players don't expect such game elements and probably are not that familar with them, I'd start slowly:

1) An ordinary quest to escort goods from city A to B. Include some roleplay with the trader (or whoever manages the caravan), to make trade more important in the players' minds.

2) In city B, offer them a subcontract: The trader has limited time, but knows of a solid opportunity in C. So the players may buy some goods from him, to sell them in C. Make it worth it for the players - no 20% higher price in C, make it 100%.

3) In C, the local trader is happy and allows them to choose from three jobs, obvious trade-offs between income, travel time and danger.

Expand from there depending on players' tastes. Keep it simple and clear.

Between cities (and within them) there are the usual encounters. When monsters threaten goods, the latter become more important in players' minds. But avoid frustrating events like "the goblins steal all goods in the night".


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Advanced Race Guide, page 5 wrote:
But races are not all about racial traits and favored class rewards. Each of the core races comes from a vibrant culture with its own history, norms, and adventuring outlooks. To represent this, each race’s entry presents a number of new character options, such as race-specific archetypes, adventuring equipment, feats, magic items, and spells.

Race-specific archetypes, not type-specific. So by RAW duergar can't take dwarf archetypes.


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Inner Sea World Guide has a few bits at page 251. For Abyssal and Celestial they have no information how they sound, though. But others are described to fit their speakers, thematically:

Quote:

Aquan: Aquan is a guttural tongue with thick, throaty sounds and long syllables.

Auran: Auran is a breathy, gentle-sounding language.
Dwarven: Dwarven is a guttural, phlegmatic language consisting of hard consonants and clipped syllables.
Elven: The Elven language is complex but beautiful, sounding poetic in its cadence and tone.
Goblin: The nigh-incomprehensible yapping of goblins, the militaristic barking of hobgoblins, and the sibilant taunts of bugbears all use the same vocabulary.
Gnoll: Punctuated by high-pitched yips, deep barks, and throaty growls, this cacophonous language is difficult for non-gnolls to pick up—much less master.
Ignan: Ignan consists mostly of short words—their staccato feel on the tongue emulates the popping of fire.
Infernal: Infernal requires precise enunciation, for many of its words with unrelated meanings nonetheless bear extremely similar pronunciations.
Necril: A whispering tongue said to have ties to ancient Osiriani, Necril is the language of the dead—it is spoken primarily by ghouls and agents of the Whispering Way.
Orc: Known for the brusque delivery of its disjointed, hard-consonant syllables, Orc sounds harsh and angry.
Terran: Terran is a slow and deliberate language, the sounds of which cannot be rushed.

Since demons are short-tempered, fierce and physically strong, for Abyssal I'd focus on short words, sharp consonants and an abundance of "o" and "u" (the "evil" vowels).

Celestial IMO would rather use a singing way to speak, soft consonants and a focus on "a" and "i" (the "good" vowels).


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Mark Hoover 330 wrote:
Now three years later my buddy has gotten over it and he's very good at playing wizards, but I'm still salty about it.

With good cause. I mean, one of the three could have switched class himself. They could have diversified their characters a bit (could be as cheap as buying a bow). They could have accepted the incident as a singular one. They could have appreciated the challenge. But they opted to force someone else to play something he initially didn't want...

I guess the underlying problem is that they fear failure as soon as "not all bases are covered".


Malik Gyan Daumantas wrote:
Also TWF simply isn't an option since you need a free hand to cast spells, and given how feat intensive it already is AND you would likely need quick draw on top of that, you're better off sticking with a single weapon.

The TWF feat actually makes drawing two weapons as quick as drawing one:

CRB, page 183 wrote:
If you have the Two-Weapon Fighting feat, you can draw two light or one-handed weapons in the time it would normally take you to draw one.

Personally I'd always consider natural attacks for a rogue with sneak attack. Either as supplement for TWF or as replacement. A ring of rat fangs is rather inexpensive (5k), and a -5 AB penalty for a secondary natural attack isn't worse than the usual -5 AB for the first iterative.

Alternatively use a spell to polymorph yourself into something with a lot of natural attacks.


An option similar to the Spell Sage would be the Loremaster prestige class (a single level suffices), with the Secret of Magical Discipline feat at character level 9.


Technically you don't have to decide between Str and Dex, you can keep both at (roughly) equal numbers. It comes with a hit in accuracy, but your CMD improves a bit and you are more versatile when it comes to skill and ability checks. Also, ability penalties / damage / drain are less of an issue if you a backup stat for attacks (requires Weapon Finesse or switching). Improving both scores over the course of levels is more expensive, but you can make more use of buffs and magic items that boost either stat.

Piranha Strike might work sometimes, especially if you can't sneak attack and your damage is otherwise quite low. But personally I'd rather take the opportunity to pick up Arcane Strike early on: It works on any weapon, comes with no AB penalty and scales nearly as quickly as the difference between two-handed and one-handed Power Attack.


According to Archives of Nethys only the five NPC classes mentioned in the CRB exist, hence no arcane caster among them.

Advanced Race Guide has starting ages depending on class: Oracles and sorcerers are supposed to be "intuitive" (quite young for their capabilities), while bards and summoners are "self-taught" (which takes somewhat longer).

Note that witches (self-taught) and druids (trained, requires the most time) can be Cha based casters, too, with the right archetype.


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We do. And to get back to topic:

Planar Focus: Burn or freeze your enemies with a variant of animal focus.
Feign Curse: Pretend to curse someone which results in an actual (short-term) curse if they believe you. Purely skill based, hence interesting for contribution to combat beyond attack rolls and magic.
Unbreakable: More HP for fighters plus a slightly improved death HP treshold, not that exciting but gets better thanks to the bada** feat name and the realization you are closing to barbarian HP.
Gnawer: A locked door is in your path? Call the ratfolk rogue to gnaw through it! Their bite attack will ignore a solid amount of hardness.
Magical Heart: Sounds like a feat for Ponyfinder, but instead allows wyrwoods to become more tanky by getting temporary HP on each unarmed hit. Based on Arcane Strike, so you might have to tinker a bit.


"Mark Hoover 330 wrote:
At that rate, a standard 100 page spellbook is gonna be out of pages by what, 6th level? Faster if you copy from captured spellbooks, research to create a new spell or pay an NPC to let you copy one of theirs. You GOTTA be able to carry multiple books and study them all.

Blessed book is in the CRB, with 1,000 pages. That's more than five times the number from Temperans.

Side note: The level 20 wizard from NPC Codex has only one spellbook, but her spells would need more than 100 pages.

Quote:
But for a real world example, if I made the statement, "I need to look up the formula in my math book." Would you assume I only own one math book? Would that even imply I only own one?

Might be the different language, but yes, here in Germany such a sentence can imply that you own exactly one math book.

Personally, I'd usually allow a wizard to use multiple books, even if the rules would clearly forbid it. It's just that IMO the rules aren't clear about it.


@Senko: The cost for scrolls and inscribing them is halved in comparison to 1st-level spells.

Diego Rossi wrote:
Quote:
Duplicating an existing spellbook uses the same procedure as replacing it, but the task is much easier. The time requirement and cost per spell are halved.
That quote implies that you can have multiple speelbooks.

Yeah, you can have multiple. However, the CRB has a lot of text that implies you can use only one for preparation.

Wizard class description:

Quote:
He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook.
Quote:
A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook
Quote:
Each day, a wizard can prepare a spell from his specialty school in that slot. This spell must be in the wizard’s spellbook.
Quote:

Spellbooks: A wizard must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook, except for read magic, which all wizards can prepare from memory.

A wizard begins play with a spellbook containing all 0-level wizard spells (except those from his opposed schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook. At each new wizard level, he gains two new spells of any spell level or levels that he can cast (based on his new wizard level) for his spellbook.

At any time, a wizard can also add spells found in other wizards’ spellbooks to his own (see Chapter 9).

Chapter 9:

Quote:
Spell Selection and Preparation: Until he prepares spells from his spellbook, the only spells a wizard has available to cast are the ones that he already had prepared from the previous day and has not yet used.
Quote:
A wizard can use a borrowed spellbook to prepare a spell he already knows and has recorded in his own spellbook, but preparation success is not assured.
Quote:
Each time a character attains a new wizard level, he gains two spells of his choice to add to his spellbook.
Quote:
A wizard can also add a spell to his book whenever he encounters one on a magic scroll or in another wizard’s spellbook. (...) If the check succeeds, the wizard understands the spell and can copy it into his spellbook (see Writing a New Spell into a Spellbook).
Quote:
Once a wizard understands a new spell, he can record it into his spellbook.

On the other hand, there is this conflicting quote in chapter 9:

Quote:
Wizards also must have access to their spellbooks to study from and sufficient light to read them.

Also such a restriction could probably be bypassed: You prepare some spells from spellbook A, then you declare spellbook B "your" spellbook and prepare some spells from there.


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Malik Gyan Daumantas wrote:
So when someone is like "Play an arcane trickster. It's better" I'm like...no I wanna play a rouge. And stuff like that just kind of fuels the idea I've always had that tabletop gamers are very prone to power trips.

Well, a lot of players fear to feel helpless or to be judged negatively by their fellows. So they go for the most power they can get. No matter whether it's actually necessary for the campaign. They sacrifice the fun of a challenge for safety. And they try to convince others of their path, because it works for them.

IMO players should be free to play what they enjoy. The more they fear they can't keep up, the more this freedom implodes to a selected few "builds". I think multiple things can be done:

1) As a player, you can trust your team. Resist the urge to try to cover everything by yourself, instead let someone else handle things. They might surprise you positively.

2) As a player, you can stand to your anti-meta choice. Fellow players probably won't understand, but there is a chance that they notice you are doing well enough.

3) As a GM, you can tell outright tell your players "look, this campaign won't be that difficult". Take care to stay true to it. Players might not believe you first, but with time comes trust, and they will feel less of an urge to powerbuild. Worked wonderfully in my Crimson Throne campaign.

4) As a GM, you are in the position to suppress the behavior of players to make fun of others because their PC is "too weak". Be quick to defend the questioned PC ("they can do other stuff well", "remember how they saved this encounter?" etc.) and the behavior will diminish.


The game starts somewhat lame, you get forced into a long cutscene, then a random boring city festival, yet another cutscene, afterwards you fight some... vermin, with the camera as your strongest enemy.

Luckily, things improve vastly from there. You can find hotkeys to jump through cutscenes (Space and Return), you figure out that clicking on the compass sets the camera to North and you get to fight the promised demons. Then you find companions that IMO can easily keep up with Baldur's Gate, with very different and consistent world views, a lot of dialogue and helpful abilities. Yes, there is only one shiny LG paladin (two if you play one yourself), but that totally fits the lore (crusade takes whatever is available) and avoids boring most players to death.

Sometimes you will join big, exciting battles with several NPCs on your side - which works rather well on PC. The UI could be more responsive (at least on my machine), but the loading times are ok and the presented hints are actually helpful. Most bugs seem squeezed by now, and the amount of classes and archetypes is staggering for a computer game: You can choose from most CRB, APG and ACG classes plus magus and kineticist (I might have missed a few), and each one has about five archetypes. Some content got houseruled, IMO martials profit more than casters.


First sentence says 1 page per spell level. Second one makes an exception for cantrips (which would need no space otherwise).

If you take the CRB literally, a wizard can only use a single spellbook. I don't think an upgrade to a blessed book is possible by RAW, so technically you would have to copy all spells into the new book.

The bonus spells from level up require space in the book, too.

Wizard has several fiddly restrictions (1 hour of preparation, needs component pouch, needs spellbook, probably needs bonded item and whatnot). I guess that's supposed to compensate for the most powerful spell list and the option to learn a (theoretically) unlimited amount of spells. Maybe some wizard players even enjoy these fiddly bits. But unless it's a really gritty campaign, as a GM I wouldn't bother with such details. And it's a bad way to balance the class - better nerf or forbid spells that are problematic.


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Mysterious Stranger wrote:
Creating a divination specialist who can contribute to combat is probably going to be extremely difficult.

Hrm, I'd try to use options beside spells here. If the diviner is a wizard, high Knowledge results are relatively easy to achieve and do contribute to party's success. Spellcraft allows to tell the party what actual nasty things the opponents are doing. The Bruising Intellect trait means Int based demoralize attempts - which are no game winners, but should contribute more than firing a crossbow.

And maybe you covered the scouting before, with your spells. Maybe See Invisibility will become necessary once in a while. And for sure you will cover the appraisal and identification of loot afterwards. So IMO it's completely ok if you lean back most rounds of combat and chomp pizza instead. Though it seems wise to speak about this at session 0.


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Thassilonian Specialist from Inner Sea Magic is one step into this direction: Two schools get completely removed from your spell list, as compensation you gain a school spell slot each level you can use twice.

Are you set on wizard, anyway? You could pick just spells of your chosen school for a sorcerer, and look for a fitting bloodline.


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Diego Rossi wrote:
Monsters with multiple appendages that have the grab ability can start multiple grapples in the same round.

And you can become such a monster with Beast Shape II or Plant Shape I - that are the options in the CRB appearantly. As long as you have a reliable source for according scrolls and can use them, you don't even have to be a caster.


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When it comes to nerfs by FAQs, I will shamelessly quote myself:

SheepishEidolon wrote:
There is a reason why Paizo did nerf options they considered overpowered: Such options are way more harmful than underpowered ones. If an option is underpowered, it will be ignored by ambitious players - hence all the other options are still relevant and the game is still interestingly diverse. But if one option is overpowered, every other option will be ignored by the same type of player - hence this part of the game becomes way more boring. See this blog entry for a slightly more elaborated description, I got it from there.


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These sentences sound like demigods are no deities:

Inner Sea Gods, page 4 wrote:
Every deity and demigod knows the power of faith to change lives, shape nations, and alter the destiny of whole worlds.
Inner Sea Gods, page 7 wrote:
Whether one's patron is a deity, demigod, or something else doesn't affect the level of divine spellcasting a worshiper can achieve.
Inner Sea Gods, page 190 wrote:
Somewhere between gods and mortals stand demigods: semidivine creatures with enormous power and obscure agendas.

However, the same books lists "Demigods" among "Other deities" in the table of contents, and the index puts them at the same place as Core deities. Might be for simplicity.

My personal take: If it has stats somewhere, it's no deity, hence affected by Antimagic Field. I find the spell to be a big legacy mess, but a CR 25+ creature might be able to simply kill off its user with melee attacks anyway.


MarcomiX wrote:
By the way, yes, the plan is to have a player to choose this path if he\she wants to...if they were just NPCs, well...I just would've created an archetype similar to the one Ryze Kuja suggested.

Players accept a lot of things as given, because they get something in return: Fun. Suspension of disbelief is a powerful force.

So if someone is interested in that route, they will probably accept requirements like "take swashbuckler levels" and "wield a longsword two-handed without the usual benefits and drawbacks". If not, that's their decision - not a biggie, your campaign doesn't depend on any player going down that path.


Well, if you want to stick to safe ground by all means, you can sacrifice a part of your vision and let them wield a longsword one-handed. Everything is completely by the rules, damage output is alright and you get most of your vision implemented.

But, I mean, these swashbucklers usually won't use their second hand in battle anyway. So it won't make a difference that you pretend they use it to help swinging the sword, like MrCharisma suggested.


City of Seven Spears allows oracles with the juju mystery to create juju zombies - but only with the Create Undead spell.

I guess d20PFSRD's text comes from "In addition, any zombies or juju zombies you create using animate dead, create undead, or similar
spells possess maximum hit points." in the same book. With sloppy or wishful reading you end up with juju zombies via Animate Dead...


The closest thing probably is Deadman's Contingency from Ultimate Intrigue that can raise your corpse as mindless zombie or skeleton.


QQinfinity wrote:
Also would like to know if there's a LFP section for this Paizo forum, since I haven't been able to find it so far.

If play by post is something for you, the Recruitment section should help.

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