Another way to look at it. In the work place, if you disagree with your boss you talk with them in their office behind closed doors. It respects their position and prevents the undermining of their authority. It is just professional courtesy.
@DrSwordopolis: do you have a source to back that up? I asked JJ a while back about how tremorsense is different from blindsight and he told me more or less that all tremorsense does is tell the user what squares they are in without needing line of effect. All cover and concealment still apply, you just know what square/s the target is dancing around in.
I would tell that player he can have one or the other but not both.
Next time you gm for that guy I would tell him if he wants to be able to cast at a target he can have improved cover (ie he is 9/10ths out of the wall/ground and able to cast because he has line of effect) or he can have total cover and cannot cast anything but personal spells because he only has line of effect to himself.
8 AC is nothing to shack a stick at, he has cover so he doesnt provoke while casting, and can very quickly get out of all harms way. If he throws up a stink about it direct him to the forms.
Walters crew are out of Pullman. Preston is the Boss Hog in Spokane, who also does a boss job
Michael Brock wrote:
Walter, how many players do you have in your region that have less than 10 scenarios available to play for credit?
I was an active player in Walters community until about 5 months ago (I graduated and moved away) and I was one of those folks that fell into the category of close to less then 20 games available. To my memory, when I was there, we had 9 folks come to shop on a regular basis (twice a week) to play games for no credit because they were close, not quit to less than 10 playable for credit.
When I went, I would say maybe one game day a month (8ish a month) everyone in the shop was able to play for credit. And that is because the serial players like Walter, Steve, another gentlemen and myself would step up to the plate and GM so we could get as many people credit as we could.
For me playing PFS was never about getting credit, it was about being in an environment where I could play a game with people I cared about. It was about the community. Being able to play a game for no credit allowed me to still enjoy the environment, the folks, and play a great game.
In my opinion the rules that disallows replay for no-credit takes PFS play from folks that just want to hang out and relax with their friends, both new ones and old ones. I know for a fact that if half of those folks that showed up to play knew about no replays for no-credit they would stop going to the shop. Which would be a terrible thing for how much they have supported the community, brought new people in, and made it a blast to play there.
James Risner wrote:
Actually the old crane wing allows you to deflect one attack a round while fighting def. Now they get a +4 AC bonus and can deflect one attack only in full defense. Which is a HUGE change for that build.
Though we shouldn't argue this point because it will derail the thread.
in your second case of scenarios I would take the person to the side and tell them, "Hey, I know this is how your character is built and it is a great build. But you are taking the enjoyment of combat out of the hands of the other people at the table. If you want to do a charmer, dont go crazy with it, one or two people are fine. Soloing the rest of the encounters are not. Remember, this is a team game, soloing the fights, not a team play."
If they continue tell your event coordinator that they are reducing the experience for the other players.
Order of operations. The guide says find the APL then it recommends to always round to the nearest whole number. In taking the second argument the GM would be ignoring the second part of finding the APL, which is round to the nearest number.
Another Justification Against Using Argument 2:
got a party of six characters that are levels 1, 1, 2, 2, 4, and 4. The APL is (2+4+8)/6 = 2.3
Before rounding, this number is between the subtiers. By the rules, then, a party of six in Season 1 would need to play subtier 4-5.
Okay now we round.
I have a pally of Abaddon with a day job of Judge. We did a scenario where we enter into a shop. The owner of the shop asked us to leave beginning an upcoming in-counter and my pally left the premises because the owner told me the building was closed and I was trespassing. The owner then asked the rest of the party to leave, they refused, told them she would defender her property, they refused, she attacked, they butchered her and her guards (as per the game)all the while my pally was yelling at them to leave the premises that what they were doing was unlawful. I would have helped the owner but was denied access upon asking permission to re-enter her property. In the end I took them into custody and acted as a lawful escort while they finished the mission then turned them in to be prosecuted on charges of armed robbery and 5 accounts of premeditated murder in the 1st degree. At which point the PFS would pay their fines and be released on pathfinder business for the greater good. All of which is in accordance of the law.
Anything further on my part would start acting in the gray PvP zone.
So i dont know if I am intrupretting this wrong but to activate a scroll it says:
To have any chance of activating a scroll spell, the scroll user must meet the following requirements.
The spell must be of the correct type (arcane or divine). Arcane spellcasters (wizards, sorcerers, and bards) can only use scrolls containing arcane spells, and divine spellcasters (clerics, druids, paladins, and rangers) can only use scrolls containing divine spells. (The type of scroll a character creates is also determined by his class.)
So doesn't that mean you would have to make multiple checks for UMB cross class?
I might be wrong but from reading the UMB it sounds like if a cleric wants to cast an arcane spell they would have to do two UMB checks. Using the example of magic missile. First would be a Emulate a Class Feature UMB check to cast an arcane spell (DC 31) and then the second would be to activate the scroll (DC 21).
Though a more important example would be a non-caster/arcane-caster casting Breath of Life onto a party member would need at most 4 UMB checks :/
First UMB Emulate a Class Feature (DC: 10 + CL of Cleric(9th) + 20 class penalty to check) DC 39
Second UMB Arcane-caster: Dont worry about it I have an equivalent caster stat of at least 15.
Third UMB Activation without spell on spell list: (DC 20 + CL of scroll) DC 29
Forth UMB Activation Arcane-Caster: I am Caster level 9! I don't have to worry about it.
And then the spell goes off.
I believe that is correct though i think you missed the section under it by activating scrolls.
Use a Scroll::
Normally, to cast a spell from a scroll, you must have the scroll's spell on your class spell list. Use Magic Device allows you to use a scroll as if you had a particular spell on your class spell list. The DC is equal to 20 + the caster level of the spell you are trying to cast from the scroll. In addition, casting a spell from a scroll requires a minimum score (10 + spell level) in the appropriate ability. If you don't have a sufficient score in that ability, you must emulate the ability score with a separate Use Magic Device check.
So the DC to activate a level 1 spell would be DC 21. If you don't have a 11 in your "equivalent casting score" you would have to use the ability score check. Which your DC 26 is correct. At least from my understanding.
Paizo could just contact a few folks that have written the scenarios for them and have them update it and re-release them. That way they can release both new old scenarios and season 5 for double the profit without having to heavily dip into their current work force. I am 90% sure the vast majority of those writes will do it for free for the community.
Well if you want to do Creepy factor check out the spell Waves of Ecstasy (6th level bard 7th level other casters)
"You emanate waves of intense pleasure that cause all targets within range to falter..."
Not many people will get to this level range for PFS but i think it is more intense then Charitable critters.
Well looking at the d20pfsrd (I know it isn't a legal source but they stay a lot more updated than the paizo version unfortunately and they are usually pretty close) it says "replaces" the ability so I would assume that you can spam it as written. The only part related to the horsey is that you can only have one out at a time and it pops up besides you.
For the stonelord if your looking for a DPS pally this isn't the route for you. But if you want to be a sturdy little bugger it is a solid pick. Plus riding a Large size EE into combat is pretty legit on its own (though expect it to die... very quickly in the high levels) :D
So I copy/pasted the official stance on alignment infractions from the PFS Guide to Play version 5 page 33-34.
BLOCK TEXT! You have been warned...:
Players are responsible for their characters’ actions. Killing an innocent, wanton destruction, and other acts that can be construed as evil by the GM may be considered alignment infractions. “That’s just what my character would do” is not a defense for behaving like a jerk.
Alignment infractions are a touchy subject. Ultimately, the GM is the final authority at the table, but she must warn any player whose character is deviating from his chosen alignment. This warning must be clear, and the GM must make sure that the player understands the warning and the actions that initiated the warning. The PC should be given the opportunity to correct the behavior, justify it, or face the consequences. We believe a deity would forgive a onetime bad choice as long as the action wasn’t too egregious (such as burning down an orphanage full of children, killing a peasant for no good reason but sport, etc.). Hence, the GM can issue a warning to the player through a “feeling” he receives from his deity, a vision he is given, his conscience talking to him, or some other similar roleplaying event.
If infractions continue in the course of the scenario or sanctioned module or adventure path, an alignment change may be in order. If the GM deems these continued actions warrant an alignment change, she should note it on the character’s Chronicle sheet at the end of the session in the Conditions Gained box. The character may remove this gained condition through an atonement spell. If the condition is removed, the GM should also note it on the Chronicle sheet.
Characters who become wantonly evil, whose actions are deliberate and without motive or provocation, are retired from the campaign. This
The way that I have seen it done, because it happened to me (Though I still argue the point that "The Homeless" are not people and are not under the same laws for "murder" as the rest of us, but I digress...) was the GM talked to the VC at the shop and they asked why the "crime" was committed. Hearing the response they said, "Yup that is evil, your character is in prison now. And it doesn't sound like your sorry, so no atonement chance for you. This decision is final and no amount of arguing or counterpoints will matter."
So, what I would recommend is warn them in a manner you see fit. If they follow through with their action, throw the book at um and tell him/her that that isn't how PFS rolls and ping their character with a check in the death box. Though I would give um the atonement chance to get their character back. The method is rough and messy but I haven't done any belatedly eager evil actions since, so it worked in my case. So a strong pimp hand is sometimes a good thing.
If the action leads to a TPK, good thing all the people at the table were playing pre-mades and applying table credit to a level 1 character.
So I will be running this in an Hour or so on the Remorhaz the Heat ability says An enraged remorhaz generates heat so intense that anything touching its body takes 8d6 points of fire damage. So does the Remorhaz deal heat damage when it bites someone? Cause it is touching the person of the attack...
I would just be careful deviating too much. Some of the tactics for scary monsters are dumb down on purpose to lower the CR of the encounter. Sure some of the guys aren't fighting towards their full potential but that could be the difference between a CR equivalent encounter and a TPK.
Point in case, take a situation that a gm ran me through. Does contain spoilers to two encounters in this scenario:
A group of harpies waiting to ambush the PC after they finish a fight with some giants. Instead of following the tactics as written the gm figured that the Lead Harpy is intelligent enough to know that her best chance was to attack while the PC were still fighting the giants. Using the scroll of wall of stone on Area D instead of E trapping the party with the giants while having the harpy minions kill everyone and demanding surrender from the lone survivor.
In this instance the group of baddies used an excellent tactic possibly above their int of 9. Turning two hard fights into one near impossible fight causing a TPK, paid recoveries, raise deads, and total mission failure.
So be careful when editing tactics, sometimes they are explicit for a reason.
hmmmm I know if i gm-ed a table and a PC said could you run it for me? I would absolutely do it! First round they would attack, and then realizing they are risking their lives for a frivolous cause take a full defensive.
@Purple - you did good in pointing out how pfs is, some of the rules related to material is crummy but that is how it is. Thank you for taking your time and attempting to assisting mart is their dilemma.
@ parties in question - The don't be a jerk rule is directing at everyone and attacking a persons point of view is in fact being a jerk. Everyone has their opinion on things and pointing fingers and saying your wrong and your wrong doesn't change anything. The forms are here so everyone can benefit and we all can become better players. Being bigoted and ignoring what people say because one may disagree with that point of view does not help growth in the community. If anything it stunts it. If it was me that was being verbally attacked i know i wouldn't answer questions anymore, why waste my time if my opinion is attacked and disregarded even though i have valuable insight in the situation? So come on, lets move out of elementary school of yelling your wrong and except that someones else point of view will be different, but it doesn't mean that it is worthless.
@Marthusk - I would just ask your local GM how he would like to deal with the situation in saying hey i don't have the beasty book but i got the sheets from a legit source, and/or can I borrow a hard copy from someone at the table.
The "How many level 12s are there?" thread has been up several times but I haven't really seen the real backbone of the society. The heavy weights that the Devemvirate call upon when there is a mission that just cannot fail. The group of seekers that have faced the monsters that < 11th level characters only dream of. Are the one's that are out there, who's job IS to stop the apocalypse and not just to slow it down willing to sling up there names?
Venture Captain Ood'gar of the Hao Jin's Tapestry currently of Qadira: level 17 Sorcerer/Dragon Disciple
Hey guys, i have a quick question relating to the Stonelord paladin special ability Stone Servant
Stone Servant (Su): At 5th level, a stonelord may call a Small earth elemental to her side, as a paladin calls her mount. This earth elemental is Lawful Good in alignment and possesses the celestial template, and it increases in size as the stonelord gains levels, becoming Medium at 8th level, Large at 11th level, Huge at 14th level, Greater at 17th level, and Elder at 20th level. This ability replaces divine bond.
So what items can i put on this guy? It is smarter than a mount with an int of 4 which goes to 6 at 11th level (which is smarter than most barbarians].
According to this other post Stonelords Earth Elemental Stone Servants that just treat it as the improved familiar elemental, though nothing in the text supports this. If we go by exact words, we treat it as an earth elemental that can be called like the pally mount. For a awesome class perk it didn't feel right to short-change the companion by calling it an improved familiar with just a next slot. I figured that it should be treated closer to an Eidolon in regards to what items it can use. It cant activate but has all the slots available a humanoid.