Silh's page
Organized Play Member. 155 posts (228 including aliases). 1 review. No lists. No wishlists. 14 Organized Play characters.
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After a member of my local lodge mentioned this archetype, I started to read into it and I'm unsure about something. I also haven't found an answer on the forums, though I think I know what the most likely answer will be. My main concern is people attempting to abuse an ability due to the wording in an ability this archetype provides.
Taken directly from the PRD:
Bastion of Good (Su): At 1st level, a sacred shield can call upon the powers of good to defend her and her allies against evil. This ability functions as smite evil, except that the paladin gains no benefit on attack or damage rolls against her target. Instead, any attacks the target makes against allies within 10 feet of the paladin deal half damage. Attacks against the paladin deal full damage, but the paladin gains a deflection bonus to her AC equal to her Charisma bonus (if any) against attacks made by the target of the smite. This bonus increases by +1 for every four paladin levels (to a maximum of +6 at 20th level). As with smite evil, if the paladin targets a creature that is not evil, her bastion of good ability is wasted with no effect. Feats, abilities, and the like that increase a paladin's number of uses of smite evil per day increase a sacred shield's uses of bastion of good per day. This ability replaces smite evil.
Note how this talks about reducing damage. While I believe it is intended solely to reduce hit point damage, anyone could argue that this could also reduce the amount of ability damage is taken if it affects someone with in the area of Bastion of Good.
Hopefully someone can answer this or point me to some errata? I've been looking though it is possible I missed something? In any case, I definitely want to try this archetype at some point in the future whether it be in a home game, or Society play. Thanks!
Just a quick note, this is a character that I will be using in Society play. I don't think feat suggestions will be an issue either, but wanted to let everyone know.
I'm making an Undine Monk (sensei & monk of the four winds archetypes) / Ranger (guide archetype) it is definitely a strange combination of classes, but I am looking forward to it. The character itself will be more of a skill monkey but capable of fighting. I'm fairly certain I'll be taking 6 levels in each class.
The sensei archetype makes diplomacy, Linguistics, and all knowledges as class skills, which I really like.
Stats and feats are as follows:
Str-9
Dex-14
Con-14
Int-12
Wis-18
Cha-10
*I will also be hitting with WIS due to the monk archetype.
Feats:
1) Improved Initiative
3) Dodge
5) Weapon Focus- Unarmed Strike
7)
9)
11)
AP @ 4th level will go to STR
AP @ 8th level will go to CON
AP @ 12th level will go to (undecided)
As you can see, I'm undecided on the open feat slots, and the ones I listed might be moved around too, they aren't set in stone.
So what do you guys think? What feats would you recommend to a skill focused character/ secondary combatant?
How many of you have characters that get funny looks based on the things I mentioned in the title?
This is NOT a place to come and make fun of character concepts.
I'm merely curious what ideas people have that are probably viewed as out of the norm in society play.
For example, one of my characters is a Paladin of Shelyn who loves performing with wind instruments. I have recieved plenty of funny looks at first, but it doesn't change anything. What about the rest of you?
A roommate of mine has a little sister who lives with her mom in Louisville, and she is interested in getting into Pathfinder.
My buddy Mike Bramnik was able to give me some info to contact Kentucky's VC but it sounds like he might be slow to respond right now, something to do about getting married recently?
Can anyone in the KY area give me an address/locations of stores so I can pass them along to her? It would be very much appreciated, thanks in advance! (Feel free to send me a PM)
I was curious to see what fellow members of the Society thought of the current season of scenarios, and how the faction missions tie in our characters.
Pretty straight forward questions:
What do you think of Season 5 overall? Are you enjoying it and changes made to the guide to organized play?
Any favorite scenarios from this season? I think my favorite has to be 'The Weapon in the Rift' (so far).
I do like the changes were made, and enjoying dealing with the demons and the Worldwound.. however, I am looking forward to the conclusion of this season to see what is in store for us next.
Curious to see what people think about multi-classing in general.
Do you have any characters that have levels in more than one class?
What do you think about it?
I have a concept in mind(slightly inspired by the animated series Avatar: The Last Airbender), but haven't put it to paper yet. I am thinking of taking levels as Monk and Druid with an Undine boon I have from GMing at a local event. Using fighting styles while also Wild-Shaping and throw around some spears.
I don't know if I will create the character any time soon, but wanted to share my little idea since I'm still mulling over details, and also wanted to hear about concepts my fellow players have created.
So, rules in PFS currently state that any scrolls purchased are made by clerics, druids, and wizards/sorcerers.
I recently broke a rule (unknowingly) I had misunderstood from someone else. I purchased a scroll of Angelic Aspect, Greater for 1,000 gp. It was used, but honestly didn't change anything during combat.
My question is this: Why can my character (who is a paladin) not purchase this from another paladin? Why does it have to be from a cleric, sorcerer, or wizard? I'm not going to deliberately break rules, but it seems to be a huge slap in the face to other classes. Not only can this not be purchased until 12th level, but if you are creating a scroll of this particular spell you have to be 15th level versus 13th (if you are a paladin).
I guess I don't like the idea that paladins apparently can't put their magic into a scroll but a cleric of a higher level can?
And then you don't pay the cost of an 8th level scroll because it is also a 4th level paladin spell. You would pay a lower price for it anyways?
I wasn't quite sure where to post this so I figured since my question is about part of the rules in PFS, someone could help.
Mike Brock made a ruling about people living in the same house-hold sharing legal sources for PFS at some point, but I cannot find the posting/ruling.
Could someone provide the link? I have been looking for a while and have had no luck finding it.
Thanks in advance!
I just randomly thought about this and wondered if someone here on the forums could help.
Is it possible to use a meta-magic rod in conjunction with a spell-like ability? I'm not sure why a character would, but stranger things have happened in this game.
I am asking because I have seen several threads stating the same information about how the 'Arcane Blast' feat works, but I'd very much appreciate it if someone could link me to an official ruling/post. I don't know names of people who make rules calls on the forums, so the help would be appreciated!
I've been getting a character ready for Eyes of the Ten. And in the process of making sure he is 100% up to date; I want to have this information just in case my GM has any questions.
Recently, I upgraded the armor and shield of one of my characters and gave them the 'defiant' armor bonus. But I am a little confused on how part of the bonus works. Assume that both armor and shield are 'defiant' against the same type of creature.
Armor and shields with this special ability excel at blocking the attacks of certain types of creatures, similar to a bane weapon's excelling against certain foes. Against the designated foe, the item's enhancement bonus to AC is +2 better than its actual bonus and provides DR 2/— against attacks from that foe. This increase in enhancement bonus applies only to the armor or shield's enhancement bonus, not to temporary bonuses (such as the magic vestment spell). To randomly determine the armor or shield's designated foe, use the table for the bane weapon special ability (page 136).
The way this bonus is described makes me think that the DR would stack if you have two different sources in this case. Can someone provide a link to a developer who might say otherwise? If the DR portion does not stack, shouldn't that be mentioned?
Also, because this bonus specifically states 'against attacks' without specifying, I am going to assume that the DR applies to all attacks from said type of enemy (Melee, ranged, ranged-touch, etc.)
If anyone can provide links to an official ruling I'd appreciate it. Thanks!
I just made this comment in a separate thread and thought I'd expand a little on it, and maybe hope something happens.
Alignment disputes, they will always happen, whether it's in PFS or home-groups. All people who are in the society know that evil-aligned characters are not allowed for play.
While some may not intend to do things that might be considered evil, I wondered if it might be possible to add a page or two to the PDF that summarizes what the other alignments mean? While some players might be able to understand, not everyone will. And I think that by adding that little bit of extra information, it could help lessen the number of alignment disputes in organized play.
This is just a thought and don't see and significant reason why this couldn't be implemented, but I do know that Paizo is working on various projects. Thanks for reading everyone!
Wanted to give Mr. Mike Bramnik a big congratulations for running his 100th table tonight! It was a terrifying adventure that took a small band of Pathfinders into the heart of Geb in the scenario: You only die twice. And a few (in a sense) did in fact die twice, thankfully they were able to come back.
Mike is an AMAZING VL, player, and a phenomenal GM.
I'm so excited that I was able to play at your 100th table Mike, thanks for running!
Pathfinders, give him a big congratulations!
-Silh. E Flaxseed
I'm curious, what process do my fellow pathfinders go through when making a new character? Do you have any standards or criteria that you try to meet?
I know that people who don't play "optimized" characters they are told that they are doing it wrong? When PFS is supposed to be fun and enjoyable, why would anyone bother with that?
A habit I had with most characters I've made, was making a specific stat (Con) at least a 14, especially when I was new. But I've grown out of that habit. Anyone else do similar things like this?
What other things do you do with characters? Something else I like to try and do is pair a race that may not be the most optimal choice for a specific class. I feel it adds a little more flavor and variety to the table and at the same time it doesn't lessen the play experience.
I'd like to note I am only making a new thread on the topic because I am unable to edit the original post. Sorry in advance if re-posting the topic is a problem but I want my proposal to be easily seen.
When talking about the spell Permanency, many people get excited, it's power can range from very subtle to over-powering depending on the spell(s) that it can affect. In a home game, it falls upon the GM to decide if they will allow it and what spells can be used in conjuction with this spell.
Currently, this spell is not allowed in PFS (organized play for those not aware). I understand that this spell when paired with specific spells would make the game VERY unbalanced, but that isn't to say it shouldn't be allowed at all. Some argue it would be abused if allowed while others such as myself feel if altered (like many things in PFS) could be used without causing a drastic shift in a player characters ability. Before I go any further, let's look at the spell description and what it currently allows.
Permanency:
School: Universal; Wizard/Sorcerer 5
Casting time: 2 rounds
Components: V, S, M
Range: See text
Target: See text
Saving throw: No; Spell Resistance; No
This spell makes the duration of other spells permanent. You first cast the desired spell followed by Permanency. Depending on the spell, you must be of a minimum caster level and expend a specific gp value of diamond dust as a material component. You can make the following spells permanent in regards to yourself:
Spell/ Minimum caster level/ GP Cost
*Arcane sight/ 11th/ 7,500 gp
*Comprehend languages/ 9th/ 2,500 gp
Darkvision/ 10th/ 5,000 gp
Detect Magic/ 9th/ 2,500 gp
Read Magic/ 9th/ 2,500 gp
*See invisibility/ 10th/ 5,000 gp
*Tongues/ 11th/ 7,500 gp
This application of Permanency can be dispelled by a caster of higher level. Rules as written, it sounds as if this would get rid of the permanent effect and not the spell itself. Dispel Magic would have to be cast to first remove Permanency status and again to then remove the effect the target was under. Even if dispelled, would there be any harm in a player spending gold to have the effect re-cast on them? Just because these affects would always be going does not also mean they would be good either. It could be just as much of a risk as a benefit given a situation.
Let's look at the spells I marked with an asterisk beside them. Those are spells that have the most potential to make the game unbalanced. Permanency has a lot of potential to be a utility spell, if ever given the chance. It would be very easy to simply note those spells could NOT be used and made permanent. Detect magic is on the fence for me.
When making a character I always go to the 'Additional Resources' page to see if anything I want to use with a character is allowed or not. All players are assumed to have the PDF guide to society play, in addition to the Core Rulebook and the Pathfinder Field Guide. It was brought to my attention that Permanency in addition to a select few other spells are mentioned in the guide as illegal for play, but not also in the same location where everything else (legal or not) is. If still viewed as something that cannot be used in PFS at least add it to the Additional Resources page to cut down on any misunderstandings?
When looking at the lists of spells that could be cast on other players, objects, or items I would only consider Resistance for the following reasons: It's a more expensive Cloak of Resistance +1 that also wouldn't stack with the cloak. And as it stands, the other spells couldn't even be cast and made permanent because of the current level restriction that PFS has. This idea could work as a gold-sink, or maybe allow Permanency to be purchased using the Fame/Prestiege system. Any other spells would be pointless and/ or over-powering.
Because this versatile spell is in Core Rulebook, I feel it should be allowed (even if restricted). Some have argued that the CRB isn't "balanced". Some view it as balanced, others not so much. That is a matter of perception. I don't think I'd be talking this much about the spell if it were in one of the supplemental books. But it is in the CORE rulebook. The most classic, iconic, and basic abilities that each class is capable of are represented in this book. Why take away something like Permanency away from those who have the ability to cast it? Should classes who are capable of bring the dead back to life lose that ability in PFS? No. The same line of logic could be applied in this case too. Each class is known for different iconic abilities, why lessen this class? I know this is my own perception of the game and how a certain spell works in organized play, but I've given it some thought. I've also proposed ideas that could allow its use without breaking any currently existing mechanics.
So, it has only been brought to my attention that the spell Permanency is not legal in Society play? I'm curious as to why so if someone could explain I'd really appreciate it.
I also want to make a suggestion to make it legal without players getting carried away: Because the only classes who can cast this spell are Wizards and Sorcerers, why not allow them to be the only ones who can benefit for any and all Society purposes? That would prevent players trying to find someone who has a character of appropriate level and giving people or making one just so multiple people can get a list of things added to their character. And even then the list itself could be reduced further (some of it would not even apply simply due to the level that society caps at before retirement).
There are classes who can remove negative levels with ridiculously low cost of PP, yet another cannot make themselves possibly better equipped to -maybe- prevent the same thing from happening then have to spend far more PP to pay.
Howdy everyone! As you can see from the title, I need help making a druid character for a home-game.
I am attempting to make this druid assume the role of a 'tank' via wild-shape, but I don't fully understand how the ability works.
In order to keep armor bonuses while in an animal form, I'd need the armor bonus 'Wild'. If I keep the armor bonuses, would this also mean I keep other aspects like armor check penalties? In either case could someone tell me where I could find this info? I've never played a druid and trying to expand my portfolio.
The character will be starting at level 7 (though due to time it might be level 8 before the character in question actually gets played) and I also have 23,500 gold to work with to buy equipment.
I don't necessarily need advice on stats (but more than happy to listen to suggestions), I have a good idea of what I want to do, and currently will be using the hobgoblin race though I might change to half-orc.
Thanks in advance for the help!
Before I forget, I'd like to note this would be for PFS.
Let's say that someone with this archetype takes the feats Extra Channel, and Extra Lay on Hands.
If you take Extra Channel as a paladin, there is a little something extra mentioned with the feat: Special: If a paladin with the ability to channel positive energy takes this feat, she can use lay on hands four additional times a day, but only to channel positive energy.
The hospitaler archetype doesn't require uses of Lay on Hands to channel energy, would a paladin taking this feat just get an extra 4 lay on hands?
I've wondered about this for a while, and it confuses me. I do hope someone can enlighten me on the subject.
It is my understanding that at one point, a boon was required for Aasimars and Tieflings (I'm going to guess there was one more race on the same boon) but are no longer required today?
I understand that Paizo wants to make race boons special, and I know there are a lot of people who want to play other races. How could Paizo balance this but maybe allow players more opportunities at these coveted pieces of paper? For some, attending a convention isn't possible, some might get to go to a single one in a year if they live close enough to one. Would it be possible to maybe hold a few events at local gaming stores a few times a year?
What determines which races will be allowed for boons? Does Paizo intend to allow more races to be played without boons in the future? I'm not saying it is unfair, but at the same time would it cause any problems? (Can haz hobgoblins? :D )
Greetings everyone! I thought I'd come to the forums and talk/ask with others who have or are currently playing the Wizard class in PFS.
I am playing a conjuration wizard who took the sub-school of teleportation. With that being said, I'm obviously trying to do crowd control (for the most part) while also being capable of providing damage.
What are tricks or tips you could provide to this halfling Wizard? The Flaxseed clan would be very thankful for any advice you could share.
It's also nice to see other players with Wizards. At my local gaming store, I am currently the only wizard (that I know of) who is in play. There are others who have a character that might have a level or two in Wizard for other reasons, but it almost feels like this class is... under-appreciated at times?
Keep in mind this character is level 8 so there will not be a lot I could change, or add. I tend to be a careful player, and that slowly became part of the character itself. Silh E. Flaxseed is a really nice guy (well, halfling) and can usually be found arguing with his scorpion familiar on how spells might be pronounced while also making silly hats (because being a Wizard automatically makes you a member of the fancy hats club).
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