Sure. Oracle with the Battle mystery. Get the revelation that gives you weapon proficiency with martial weapons and heavy armor and there you go.
If you use a two-handed weapon you can still hold the weapon with one hand and use the other hand to cast spells. Then you just do the whole weapon heavy armor thing and smack s&%* while having a high enough strength.
Specifically the ones on the side indicate what floor the portal goes to, and ultimately they tell you what order to use the portals in.
Seems superfluous since the arrow already indicates what floor the portal goes you... You know, since it's literally an arrow that points to the destination.
It's a game. If people don't want to play a game that's their own deal.
It's like complaining that the Organized Play for 5e Dungeons and Dragons doesn't offer Pathfinder. People should take ownership over their choices and stop trying to blame other people, it just comes off as whiny.
If people in a particular area want to play Core they should. It's selfish to try and force an entire group of people to play non-Core just because one person refuses to play it.
We're all trying to play a game together, and sometimes things have to change in order to accommodate everybody. The best response is to remain flexible. Instead, people respond by blaming volunteers because everything isn't being catered to their specific needs. It'd be like inviting a vegetarian over for steaks, and having pasta as an option for them. But then they whined because they actually wanted a portabello mushroom instead.
Instead of always looking to try and blame others, heaven forbid you try and have some empathy for people who are going out of their way to set up events. If you're flexible and willing to work with coordinators you'll be able to play. But stop creating obstacles for yourself and blaming other people for their existence. Stop thinking of yourself as somebody who is entitled to free entertainment and work with people in your life.
Glord Funkelhand wrote:
It lets you have control on the order in which you apply the chronicles. If you want to apply a specific chronicle at a certain tier you can just wait and take credit later.
Man, the APG eidolon was way to confusing to make. I wanted to make one once, but designing one was just not intuitive. At least with animal companions I could look up the animal and the table to see was additional things it got based on druid level.
I thin people get too wrapped up in their own little world where everything rule has to be exactly what they want it to be, or else they take it as a personal insult. They didn't just want to tone down the power-level of an absurd class, but also to make it easier to actually build one because most people who play the game simply play the game. They don't spend hours on the forums understanding every little rule detail and interaction.
Unchained provides a rather simple progression system that still incorporates quite a bit of flexibility. But people are blinded by their own emotions to view the class for what it is, and would rather just be angry. Some people do get a lot of energy by continually finding reasons to be angry. But is that really the best way to spend your free time?
Daniel Myhre wrote:
Yeah, but don't have the 9 fame needed for a 1500 gold purchases. Yet. And it was my understanding that for magic stuff I still need enough fame for the price amount, even if it's always available?
Incorrect. Always available means it is always available for your character to purchase.
I always assumed the 50% value reflected a "like-new" condition and it was the max. Once you start going above that it could really mess up how much money the group has and skew the whole wealth-by-level thing. For in-game justification, if you've ever watched Pawn Starts they always argue that, "Well, we have to pay rent and store upkeep so we have to make a profit and we gotta quickly sell the stuff otherwise it just rots on our shelves and takes up space."
Doomed Hero wrote:
Don't we just call these domain spells?
I present Phoenix House. The Swashbuckler 1/Investigator 2 (alchemist/rogue hybrid). He walks around with a barely noticeable limp, using his rapier to strut around the place, occasionally drinking a few things from his personal stash that he refuses to share with others.
He's got a keen eye for traps and a keen edge for monsters! (Well he'd like a keen edge at least...)
He does use a feat from Advanced Class Guide Origins (fencing grace), but it was created specifically to fix a mistake in the ACG.
Will add a few more spells...er formulae... prior to descending into the dungeon.
Ah, well for traps I've always wanted to do a swashbuckler (inspired blade)/Investigator. Both are from the ACG guide and may be pushing the limits of allowed content so I will be awaiting prior approval before going forward with the idea.
I have also updated the barbarian/inquisitor by using a trait to make disable device a class skill. The main thing holding him back is the armor check penalty (and of course not being able to deal with magic traps, but the slayer wasn't able to do that either).
Here's a link to my character. Since it sounds like damage is a need and rorek looks like he has a decent AC I went with a Falchion wielding monster as a Barbarian 1/Inquisitor 2.
I would like to use the Unchained Barbarian as it makes the math easier for raging.
Here's the new rage mechanic:
Rage (Ex): A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. At 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. For each level after 1st she possesses, the barbarian can rage for 2 additional rounds per day. Temporary increases to Constitution, such as that gained from bear’s endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter a rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours need not be consecutive.
While in a rage, a barbarian gains a +2 bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saving throws. In addition, she takes a –2 penalty to Armor Class. She also gains 2 temporary hit points per Hit Die. These temporary hit points are lost first when a character takes damage, disappear when the rage ends, and are not replenished if the barbarian enters a rage again within 1 minute of her previous rage. While in a rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skill (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration (such as spellcasting).
A barbarian can end her rage as a free action, and is fatigued for 1 minute after a rage ends. A barbarian can’t enter a new rage while fatigued or exhausted, but can otherwise enter a rage multiple times per day. If a barbarian falls unconscious, her rage immediately ends.
Also, for the Inquisitors domain I choose something from Ultimate Magic, Anger Inquisition. Let me know if that's ok. HP calculated by max at first lvl and then average.
Am currently thinking about backstory. Something about an angry dwarf who likes to chew rocks...
When I go to print my character as a pdf, the second page is basically wasted because it only prints one line. I think it's because of the chosen race "Aasimar (Angel-Blooded)" takes up two spaces. And so the CMB value prints on the next page all along.
Stat1: 4d6 ⇒ (6, 4, 6, 3) = 19 - 3 = 16
I'll be a Skald-Fated Champion (of evil) named Ashur.
Ashur left (was banished from) his tribe and found camaraderie among a group of devils where he fit in nice with their 'might makes right' culture. He obediently follows orders from those higher than him and believes strongly in the chain-of-command. He's already been reading the entrails of sacrificed chickens and things look poor for Mr. Orcus.
I'll get him more fleshed out with an actual character sheet soon.
Well seeing as I didn't sign an NDA... I played To Worlds Unknown at the Con.
I really liked the first encounter because it's so far removed from a typical encounter (you have no gear). It really sets the tone that things are going to different as you explore and learn about your surroundings.
If I understand the Legendary Games universe (I probably don't) it has a bunch of interconnected worlds. So, I imagine that the PCs will be exploring worlds unknown... Part 1 Chapter 1 has you just entering this world (I believe that's how it's going to go anyways).
Right... All of which 5e arguably does better (mainly the first two. But 5e does open up new scenarios for people to play).
But again, my opinions are just being dismissed as "well that's just not your style of play."
That other game is different, for different reasons. (regarding the comparison of 5e to Core)
Yes, and this other system solves the solutions Core set out to solve better.
I think a lot of the "difficulty" reported on this thread is just people cherry-picking the scenarios that were close calls due to circumstances or bad luck.
And also because a lot of simple solutions to things are more difficult in Core. For example, Air Crystals are amazing and cheap. Or a spell like Monkey Fish (which lets you swim/climb) as a level 1 spell, compared to Spider Climb a second level spell. It's just easier to bypass certain parts of the scenario and make them a heck of a lot easier. But overall I agree with you, I don't think Core is vastly more difficult than Norm, but I've mostly played Season 0 in Core.
Dave Baker wrote:
Ok? So among tabletop RPGs what makes Core better than 5e? How are you going to market it? Just because it's good, doesn't mean there isn't room for improvements and that it's immune to any and all criticisms.
I feel like you're just dismissing my opinions by claiming they're "complaints." Does that make my experiences any less valid? It's perfectly acceptable to understand a person's opinions but still reject their conclusions.
It's frustrating to just be told "well it's just not for you" when there is a thread explicitly made for sharing personal experiences. I want to be able to share my opinions with Paizo and the community so we can make improvements to organized play instead of just relying on a, "well it's good enough now, and anybody who doesn't like it can be dismissed out of hand" type of attitude.
I just can't figure out where Core Campaign fits in the overall table top RPG market. The only thing people point to is how it's different from Norm Campaign. And that's great if there weren't alternatives available, but there are. There are plenty of great ones out there. I just want to know what makes Core special. What makes it stand out. Why should I be excited to play it? And I refer back to all my complaints as to why I'm not. I'm not asking for Core to be compared to Norm, I'm asking for Core to be compared to other games as well.
My biggest criticism of Core is that everything it tries to do, D&D 5e arguable does better.
Have less rules and interactions to create a more streamlined game that's easier for new players and new GMs to get into? Well, 5e was designed to be a more streamlined rule set. Nice and light, go ahead and hop right in! Plus, the classes are much more modern and they've applied the lessons learned from both 3.5 and 4th edition.
Provide old players with more opportunities to receive credit for playing? Well, 5e has their organized play and you get to play entirely new scenarios for it! You don't even have to replay the same stories you already know.
I just don't see how Core fills any niche in the tabletop RPG market. Pathfinder is great because of the options and content created over the years. Core takes all that away and you're left with outdated classes that just aren't that great, they even dedicated a book to updating 3 of the 11 classes in the Core Rulebook (and made significant changes that serve to update the Fighter class as well).
So what's Core selling point on the market? I guess there's familiarity, but that's all I can really come up with. Yes, I understand the selling point with respect to NORM PFS Play, but when compared to the rest of the market I see nothing. Is it really worth expanding play options for players, when those options are pedestrian?
My recommendation would have been this: update all the Core Rulebook classes in Unchained, and then let players use either the Core Rulebook or the Unchained versions of those classes.
Very minor changes were made in some items so nothing in season 0 will be a problem.
Are you running this officially as Pathfinder Society (PFS) and will be reporting it? Because there are rules for how loot and such can be purchased. Basically, you don't get any items from a scenario, you just get a set amount of gold afterwards (as indicated on the Chronicle sheets). You can then use that gold to purchase things. And purchasing things in PFS also has its own set of rules (things like mundane items, and +1 weapons/armor can always be purchased, other things you must get enough fame from the Society to purchase).
These rules can be found in the Guidlines for PFS Play free pdf.
Honestly, if you don't care about getting official credit a very simple way of doing things would be this: any items you get from the scenario don't carry over (so they might as well drink the potions they find). And then just give them the max gold on the chronicle sheets (or whatever they earned) and let them buy whatever from the core rulebook.
Jeff Merola wrote:
Racial traits are something you gain every level, not something that your character came with when created.
perhaps some rules set by Paizo.
There are rules set by Paizo. You just don't like them.
You can still play the character. But once the actual book comes out the playtest version will no longer be legal and they will provide some retraining rules for that process. What you can't do is continue getting games marked off on the playtest boon, because those had a deadline.
than to have Divine Casters the only ones stuck with poor choices.
Divine casters aren't the only ones stuck with their choices. Nobody (unless it's been changed) can retrain their traits because it's part of who your character is (it would be like retraining what race you were). So I see no evidence of 'only divine casters getting stuck.'
Divine caster can generally retrain class features, but the Warpriest was created as a class after Ultimate Campaign so it doesn't have rules for doing such.
If you want to gain a new trait (actually two) you can take the feat Additional Traits, which I believe is PFS legal.
I am worried i might fail my group due to lack of rule knowledge as a dm.
There are always excuses to not do something. Some weeks your hair hurts too much. Other weeks you have to spend days, literally days, washing it. But at the end of the day you have to choose to move forward.
So, you can give me these sorry ass excuses to not do something. Or you can kick your ass in gear to be the changes you want to see in this world.
It will be interesting to see the unchained take on the monk, although the current one is fine (with archetypes and feats).
But especially for new players it's nice for a class to "just work" without having to take the "correct" archetypes or feats. It makes character creation much easier knowing that no matter what options you pick you'll have a decently powered character. This allows for more focus on other parts of the game instead of making sure a character concept has a basic level of competence.
To continue with the communicating clearly thing. When a DM says to me, "Hey, play smart." I don't interpret that as to be mistrusting of NPCs. I interpret it as, "Use smart tactics in battles. Be sure to have equipment to handle many different situations. Etc."
It may not be a GMs job to tell the players what conclusion to make, but be aware of the ramifications of how things play out. There are some GMs in Pathfinder who get frustrated when their players act as murder-hobos and just kill every NPC that even remotely looks suspicious. And, in my opinion, it is because many GMs set them up to act like that by punishing non-murder-hobo play. Furthermore, I also feel that story arcs such as this reinforce the murder-hobo play-style. That may or may not be a bad thing, but I think it makes games go much smoother when players are more willing to go along with the story-line than to fight it every step of the way because they feel like they can't trust anything.
These players seem to have eschewed the straight murder-hobo path and are willing to see how things play out diplomatically first. If things turn on them, they probably expect to fight but aren't as concerned with, "Look! An NPC! Kill him!"
So I feel like you're trying to lead your group into becoming murder hobos. I don't know the players that well, but they could just be going along with the story. Do you really want to set a precedent where they attack NPCs before they actually threaten the PCs?
As a player, I don't want to derail whatever the GM has planned and will try and go with the story as much as possible. This includes not murdering people just because they took me into their home. I would assume that the vegemites were peaceful and probably be the givers of the next quest (perhaps their hunting grounds have been taken away from suburban sprawl and the only way they can feed their people is by attacking people along the paths).
If I was a player through this game I would no longer trust any of your NPCs. Fool me once... And this could be the game you want, but the players aren't there yet. I just think it's difficult to plan adventures when the players aren't going to follow any NPCs lead,and that's why I tend trust NPCs until they prove themselves hostile. And don't you do this in real life too? Assume the people you pass by on the streets aren't going to rob you until they do?
PFS 1-39: The Citadel of Flame CORE CAMPAIGN
Sunday, Mar 15, 12:30-4:30pm (GMT-07) at Phoenix Comics and Games
Pathfinder RPG, Pathfinder Society, character levels 1-5
Once the home to a cult preaching self-sacrifice by immolation in order to achieve paradise, the Citadel of Flame in Qadira's Meraz Desert was presumably wiped out decades ago after Sarenrae dervishes led a crusade to end its morbid message. An enormous sandstorm swallowed both the citadel and the army attacking it, burying both beneath hundreds of feet of sand. Thought lost forever, the citadel's rediscovery prompts the Pathfinder Society to send you deep in the unforgiving Meraz to finally close the book on Qadira's most mysterious cult
Please register over at Warhorn to reserve your spot!
Event is held at Phoenix Comics and Games in the heart of Capitol Hill! The Cap. Hill Farmers market is within a block of us and we're strategically located next to Dicks for some delicious burgers and fries.
Darksol the Painbringer wrote:
That's just incorrect. The text states that the ring also helps find the right words. Not that it only helps.
Tongues Curse states: In times of stress or unease, you speak in tongues. Pick one of the following languages: Abyssal, Aklo, Aquan, Auran, Celestial, Ignan, Infernal, or Terran. Whenever you are in combat, you can only speak and understand the selected language. This does not interfere with spellcasting, but it does apply to spells that are language dependent. You gain the selected language as a bonus language. At 5th level, pick an additional language to speak in combat and add it to your list of known languages. At 10th level, you can understand any spoken language, as if under the effects of tongues, even during combat. At 15th level, you can speak and understand any language, but your speech is still restricted during combat.
Ring of Eloquence: Fine etchings spell out the alphabets of four languages around the inside of this finely crafted silver band. The wearer gains the ability to speak and understand the four languages whose alphabets are inscribed on the ring. Normally the languages are Common, Dwarven, Elven, and Gnome. Less often, such rings are attuned to Giant, Goblin, Orc, and Undercommon, and rings with different sets of languages might also exist. The wearer retains the ability to speak in these languages even if she assumes a form normally unable to do so (such as a druid wild shaped into a wolf).
The ring also makes it easier for the wearer to find the correct words to express herself, granting a +2 competence bonus on Bluff, Diplomacy, Intimidate, and Perform (oratory) checks. Also, if the wearer is deafened and attempts to cast a spell with a verbal component, the chance of spell failure is reduced to 10%.
So, does wearing the ring effectively negate the curse?
I'm actually going to argue otherwise. Not because I think PFS GM's should know any 3.5 rules, but because it is stated in their stat block that the guys have a reach of 10.
Their tactics even bring attention to this fact by stating they "[use] reach to attack the PCs."
The Guide to Pathfinder Society Organized Play states, "scenarios are to be run with minimal changes by GMs, limited to adding CMB/CMD scores to NPCs and monsters and using newly combined skills..." The way I interpret this, is that you play with those NPCs as having reach with spiked chains. If you take away the reach for the NPCs you are changing the scenario, which is contrary to the guidelines. (and no, you can't just throw your arms up into the air and claim that "you're just following PFRPG rules." You are making a change to the scenario.)
Walter Sheppard wrote:
So people aren't allowed to have opinions on the power levels of the different classes? Shouldn't people be able to share their opinions on a message board without getting blasted for their decisions?
Everybody had a lot of fun last week, it came down to an intense battle against zombies with each side exchanging punches! Let's see how they handle The Mists of Mwangi!
It was a good start to the Phoenix Comics and Games location and we'll only become more popular. Join us now and support you local Pathfinders so you can say you were there before it was cool.
PFS 0-05: Mists of Mwangi CORE CAMPAIGN
Pathfinder Lugizar Trantos recently returned from the Mwangi Expanse with haunted eyes and a pack full of strange idols. Absalom's famed Blakros Museum purchased his pieces and Lugizar vanished. The strange monkey idols he pulled from the misty jungles of Mwangi carry with them a fell curse, and now their power has laid claim to the museum. Can the Pathfinder Society uncover the source of the curse in time, or will the Blackros Museum be forever lost to the mists of Mwangi?
Please sign up here at Warhorn and check out the event schedule for the other adventures we'll be playing!
Are Slayers really that powerful? I mean, hasn't rogue been known to be a really weak class since forever? Making a class more powerful than the rogue isn't really a sign of power leap, more like actually getting a class properly balanced.
This is one type of attitude that really frustrated me in the Navy. When people complain about other people getting a good deal. Just be happy for them and don't use it as an excuse to whine.
To try and drive this conversation back to the original topic... As a player I would not pay $2 to play PFS. The actual act of playing D&D has always been free and I would not pay for it. So, any suggestion that forces players to pay into a pool I would not like. I suggest this: On Pathfinder night at the store 10% of sales generated from the PFS goes into a communal pool of store/gm credit. Then, the local leaders (or maybe by vote?) choose how to distribute said pool, such as by encouraging GMs with food/drink/minis/whatever the store sells.
This way nobody is forced to do anything (a previous poster said his local group did not react well to being forced to buy food and actively avoided said store) and it creates a community atmosphere. As a consumer I get to rationalize my purchase as, "Oh, the price is basically 10% off since that money just goes right back into the community." This helps stores compete with online purchases of gaming materials. It also gives a small incentive for the PFS group to actually encourage people to buy from their local store. If a new guy comes in, "Oh and if you purchase from here tell the store you're part of the PFS and they'll give 10% to PFS which we use to purchase scenarios, minis, GM food..."
I think this creates a win-win situation. Although if it would actually work in practice by encouraging both sales and GMs is another topic.
Marco Polaris wrote:
Speaking strictly for myself, with some PDFs I get a HUGE problem with loading time when I need to scroll though a PDF or jump to a bookmark, even if it's just one page away. That is a massively inconvenient lag time during gameplay. This is probably a problem with my current version of Adobe reader, and I'm planning to replace my PC this year, but until then it's a hassle.
On my Windows 8 machine I have downloaded SumatraPDF to view my pdf files, and it is so much quicker to view the actual pdfs! I can actually view my pdfs and look at different pages at a much more reasonable time.
So a 24-hour PFS game-a-thon is coming up to help charity, and I'm going to be playing Emerald Spire for 24 straight hours. It sounds like it's likely we'll get through the first 1-6 levels, so I want to make sure my character actually survives the entire time (I don't want to quit half-way through the 24 hours!). Note: My guy is starting at level 2.
So, for a dungeon crawl, what are the better classes at the early levels?
What are the better spirits and archetypes for making a Shaman? I'm relatively new to the game, so I can't judge effectiveness very well yet. Any good archetypes/spirits for Shaman? What are they good hexes to choose for them?
One thing that I was recommended was God Wizard. So how important is battle field control during the first few levels. I was always scared that wizard was weak in the first few levels.
I want to make sure me party (and myself!) have a good chance of survival! After-all, it's 24 hours for charity!
Help me decide, thanks!