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![]() 189birds wrote:
Yeesh. Now that I take a good look at it, this may actually be the worst Medium Seance Boon published. Any citation on what exactly this generic "damage" does or does not apply to, anyone? Thanks! ![]()
![]() 189birds wrote: I'm pretty sure this is in the vein of other damage modifiers- i.e. only applies to damaging spells. What damaging necromancer spells are there? If that is the case, and the boon applies only to damage-dealers, is the boon itself at all worth taking? The Medium doesn't even get a damage-dealing necromancy spell until she has access to Vampiric Touch, at Level 7. (Except for Purge Spirit, which rarely ever comes up.) -- A wizard dip might help, slightly, but... How is this boon supposed to actually help a Medium do anything if it only applies to hit point damage-dealing spells, which it appears to be suggesting it does? ![]()
![]() In preparation of my upcoming Strange Aeons game, I've been looking over some of the characters my players are interested in playing. A player of mine wants to play a Medium that channels the Legendary Lich spirit, re-fluffed as having been partially possessed in some way. The seance boon is especially interesting, but also worded rather oddly to me. The seance boon states that those affected gain a +4 bonus on damage rolls with necromancy spells. That doesn't seem like it's anything too overpowered, but then my player brought up spells such as Ray of Enfeeblement, or even Enervation. Is this vague +4 supposed to also apply to _ability_ damage done with necromantic spells as well? It's worded as if it's supposed to, but I don't see how fair that'd be. Thoughts? ![]()
![]() Hey there! I've been applying GM credits for a while now to a character of mine, and I'm finally going to be fleshing out his sheet and playing him. So far, I'm thinking he'll be a dwarven fighter of some kind, but more importantly... I want to play a character with a whole lot of drinking feats and traits. The goal is to make a perpetually drunk character, that gains bonuses from being the magnificent drunkard he is. --- Know any ideas? Pathfinder Society Legal would be nice as well! So far the only thing I know for sure is Drunken Brawler. ![]()
![]() UndeadMitch wrote:
No, literally my highest level Pathfinder Society character is a gunslinger. I don't think they're bad, I happen to love the class, and technology based characters specifically. I just don't find it fun when all the 'challenges' are instantly shredded. No matter what class. Meh. ![]()
![]() John Compton wrote:
Thank you very much. This has been an incredible help. Which modules were those? If you know. ![]()
![]() So, I recently DMed the first part of Fires of Creation, and I'm curious about how a few things work. On the chronicle sheet, there are several guns available for purchase. But, the Pathfinder Society version of the Gunsmithing feat bans all characters from purchasing a firearm unless they have the feat in the first place. Does that mean that guns on those sheets cannot be purchased at all? ![]()
![]() Paladin of Baha-who? wrote: Sanctioning was just announced a few days ago. If you're already passed the first book you can even get retroactive credit. Check the Paizo blog. This is amazing. Yup. Adding credit now, we already passed Book 1. Neraplast Armor... And he will now speak Androffan. Thank you so much for telling me. ![]()
![]() Hey there all. After playing Pathfinder Society for about a year or two now, I've finally decided to try and actually build a character based around Boba Fett, the gunslinging bounty hunter everyone loves. There are several mods that I've played that grant players technological items, and one of which contains a Jet Pack, and several other very handy tech items. I intend to GM these to gain the iconic items that'll help me build the guy, but at the moment I'm not quite sure how exactly to build my Boba Fett themed character. (Plus, those mods were incredibly fun, and I enjoy GMing.) At the moment, I'm thinking a Gunslinger Musket Master, up to level 5 or so, before changing into something else. Anything after Level 5 of Gunslinger never really interested me, so a multiclass seems quite fitting. But I'm not sure what. I thought about Slayer, but I'm not sure how decent that multiclass would be. Any ideas, guys? Thanks! ![]()
![]() Chess Pwn wrote: There's a FAQ that creates a rule saying you can't do this. I saw the rule, and I can understand where that particular idea violates the requirement of having a singular weapon held in each of his two hands. This hypothetical barbarian is holding a weapon in both hands, however. There is no penalty to holding a two handed weapon in one hand, you simply can't /swing/ a two-handed weapon. So the attack sequence goes... 1. Each hand each holds one weapon, this is good. 2. I attack with my short sword and drop it, 1 free action. No rules against that. 3. As a free action, I grip my greataxe two-handed and swing it. No rules against doing that, but it does cost 1 free action. --- The only thing I could see being an issue would be how many Free Actions a GM will allow, since that number is vague. I've done some research, and I don't see anything anywhere that would, by the rules, break this idea. ![]()
![]() So, I had an interesting idea that I'm not quite sure works, but the rules as written do not imply that the idea wouldn't work. It's a fairly cheesy idea, but for now it's just a hypothetical character idea. The way it would work would be that this character, a barbarian, would take two-handed fighting. This is the feat that allows you to wield two weapons in both hand at a penalty. Say that this barbarian is using a short sword in his primary hand, and holding a greataxe (a two-handed weapon) in his off-hand. The barbarian stabs with his short sword (the first part of a two-weapon fighting attack) before dropping the short sword as a free action. He uses another free action to grip the greataxe in both hands and swing (using up the second part of the two-handed fighting attack.) The penalty would be -4, -4, which the barbarian can accept, being a barbarian and all. --- As far as I know, nowhere by RAW does it state that you cannot do this. If I am wrong, however, please inform me! Thanks! ![]()
![]() Excellent, thank you. However, in case I need to explain how it works, what exactly in the wording of the spell allows you to apply the feat to a wand version of the spell? Being able to purchase a 50 charge wand of Summon Eidolon and being able to apply my Augment Summoning feat to it would be really cool, and it wouldn't require me to always have the thing lumbering about. ![]()
![]() So, I was reading through the Unchained Summoner spell list today for a Pathfinder Society concept today, and discovered an interesting little combination. The second level spell "Summon Eidolon" seems to do just that, it summons your eidolon. Seeing as my character would be taking the Augment Summoning feat, I was wondering if there was an official ruling as to how the feat and spell worked together. If they do, in fact, work, as I believe they do, I was wondering if you could use the feat with a wand version of Summon Eidolon. If not, why? --- Thanks! |