Daji

The Fox's page

RPG Superstar 8 Season Star Voter, 9 Season Star Voter. *** Pathfinder Society GM. 2,433 posts (4,978 including aliases). 14 reviews. 1 list. 2 wishlists. 25 Organized Play characters. 41 aliases.


RSS

1 to 50 of 2,433 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Silver Crusade 3/5

2 people marked this as a favorite.
Jared Thaler wrote:
Nefreet wrote:


Now, one Errata, one ruling can literally turn your fine Swiss timepiece into a paperweight. And a really expensive one.

For some perspective, here is the "Paperweight" Nefreet is describing.

*snip*

Not really cool calling someone out like that.

Nefreet was making a general point that does apply to more than just one character created by more than just one player.

In PFS1, I had several characters that were errataëd to oblivion. Sure, those characters were still playable, but the changes felt like a betrayal. Those characters would never feel the same. So, yeah, mechanically they are playable, but emotionally not so much.

It's kind of good for Paizo that players are able to build emotional attachments to the characters we create. Emotions cause customers to spend money.

But on the flip side, when errata come out that significantly alter the character, those emotions turn to feelings of betrayal of trust. That is not good for a company, any company.

And when the response is, "you can retrain the errataëd character feature, but nothing else," or "you can sell off the errataëd items," or even worse, "too bad, so sad," then Paizo risks losing customers.

Come to think of it... why am I even back?

Silver Crusade 3/5

2 people marked this as a favorite.

Wait. So we have to purchase the boons before we get access to the text that explains what it does?

That, to me, seems like a much bigger issue than this one particular boon.

Silver Crusade 3/5

11 people marked this as a favorite.

LOL, at least they got rid of Fame because it was "too complicated."

Silver Crusade

Looking for anything level 1. Highest on the list is Escaping the Grave.

Silver Crusade 3/5

I have a character that picked up some of the pistols. He loved them. He had a couple levels of gunslinger, though.

I think they are worth their costs, especially if you are into them flavor-wise.

Silver Crusade

Male Halfling Sorcerer 7, Rogue 3, Arcane Trickster 10
Hilary Moon Murphy wrote:

My guess is that RPG Superstar overrides all fields. This would work for a dedicated GM alias.

Hmm

Does Contributor do so?

Silver Crusade

1 person marked this as a favorite.
Male Halfling Sorcerer 7, Rogue 3, Arcane Trickster 10
Hilary Moon Murphy wrote:

Jacob, I had to so bite my tongue when you announced yours. Now my bounty has a product page!

Cat's Cradle

It's number 4, the one right after yours!

Hmm

That's fantastic!

Now the rest of us just need a fresh group of 1st-level characters so you two can run them for us. ;)

Silver Crusade 3/5

Here is the design philosophy behind Earned Income, as I understand it.

The developers wanted to include Crafting into the campaign, because a lot of players really enjoy that aspect of Pathfinder. To do that, there needs to be some opportunity cost to keep the "crafter" characters on somewhat level footing with "noncrafter" characters.

That is where Earned Income comes in.

So to get rid of Earned Income, they would need to create some other kind of opportunity cost to balance crafters and noncrafters, or get rid of Crafting entirely (which I don't think they want to do).

On the flip side, there are a lot of players who like the narrative aspect of giving their character a Day Job and they invest character resources (skill ranks, feats, tools, etc.) into making the character an exemplar of it's chosen profession. The developers see value in that, and Earned Income is a nice reward for that investment, but is offset by the opportunity cost of not being able to Craft items while Earning Income.

Then there are those who are somewhere in between, and for those characters, the Schools balances those two camps. Instead of Crafting an Item, you borrow it, but at the expense of having less time to Earn Income.

I agree the Schools could still be even more simplified and refined, however.

Tangentially related are the Treasure Bundles.

Treasure Bundles are fiddly bookkeeping, but they are an improvement from PFS-1. Still, I'm not a fan. A possibly better system would have 10 bundles in every scenario and give players treasure for each bundle they find, up to a maximum of 8. (These numbers are off the cuff; it could be 12 bundles with a max of 10, for instance.) Knowing that it is ok to miss a couple of Bundles and it won't reduce your reward would help with a lot of criticism that Treasure Bundles have received over the last several days.

Silver Crusade 3/5

It looks like the only types of languages not currently covered by Multilingual are secret languages (which currently only includes Druidic) and sign languages (which are covered by the feat Sign Language).

If Paizo gave us new language types, such as dead languages (e.g. Thassalonian) or rare languages (which might be a category that is different from secret languages), then those would not be covered by Multilingual.

Silver Crusade 3/5

Can someone please explain to me why the drow in Hands of the Muted God are problematic? Is that the part that Belafon says would rewrite Golarion canon?

I haven't read the scenario, so I am unfamiliar.

Silver Crusade

Oh, I think you are right. I misread that line.

So your heal/harm would still be a 9th-level slot.

Silver Crusade

Divine Evolution wrote:
The divine might provided by your bloodline flows through you. You gain an additional spell slot of your highest level, which you can use only to cast your choice of heal or harm. You can cast either of these spells using that spell slot, even if they aren’t in your spell repertoire.

Divine Evolution gives you an extra spell slot at your highest level.

Bloodline Paragon wrote:
You have perfected the magic in your bloodline. Add two common 10th-level spells of your tradition to your repertoire. You gain a single 10th-level spell slot you can use to cast these spells, using sorcerer spellcasting. Unlike other spell slots, you don’t gain more 10th-level spells as you level up, and they can’t be used for abilities that let you cast spells without expending spell slots or abilities that give you more spell slots. You can take the Bloodline Perfection sorcerer feat to gain a second slot.

Bloodline Paragon gives you 10th-level spells.

If you have both, then 10th level will be your highest spell level, so you get a 10th-level spell slot to cast your choice of heal or harm.

Silver Crusade

1 person marked this as a favorite.

43 6f 6d 6d 65 20 6c 65 20 66 72 61 6e e7 61 69 73 3f

Silver Crusade 3/5

Yeah, the change in probabilities for the two crit methods is easier to see with a single damage die attack. Suppose Ezren is facing off against someone with a bastard sword, wielded two-handed, and a +4 bonus to damage (Str 18).

Using the double-the-damage method for resolving a crit, only a "12" on the damage die will insta-kill Ezren. That is a probability of 1/12.

Using the roll-twice-method, you would now need to roll a "12" on both rolls. That is a probability of 1/144.

A twelvefold reduction.

Silver Crusade 3/5

2 people marked this as a favorite.
TwilightKnight wrote:
It’s also sad that people are choosing to play or not play an adventure solely based on the rewards. That says a lot about where our community has progressed and speaking just for myself, it’s not encouraging. I didn't get a chance to play this on Free RPG day but I’m hopping to soon(tm) and then run it for others who haven’t, regardless of the rewards. YMMV

Get over yourself.

Silver Crusade

1 person marked this as a favorite.

Cayden Cailean combats devils because devils are inherently evil.

Tieflings are not evil, by default. As mortals, they have free will.

It is probably that Cayden Cailean supports free will more than any other deity in existence.

A CG tiefling champion of Cayden Cailean sounds awesome.

Silver Crusade 3/5

medtec28 wrote:
If this is the opinion of OrgPlay Leadership, perhaps they should compile a list of feats that will NEVER be permitted to have an effect, to help people who are trying to build to a theme feel slighted. Next time I guess I should just take battle medicine like everyone else, right?

I agree with you that feats you choose should be neither nerfed nor negated for the sake of preserving the challenges presented in the scenario. I am totally fine with some abilities (or items) completely bypassing a challenge. And I understand why you feel slighted in this particular instance — I would feel slighted too, if I were in your shoes.

That's one issue.

But the second question as to which abilities are pragmatically sound choices to take for your character in the first place, given the nature of the campaign, is really up to you to decide. There are just some situations that are never (or rarely) going to come up in Pathfinder Society games. And the post you quoted does have some good advice on that front (though I strongly disagree that a single ability shouldn't negate a challenge for the entire group — that happens all the time, usually with a spell).

You can still build to a theme while making those choices. I would guess that Natural Medicine fits most survivalist-themed characters as well as Forager does, for example.

If you really do want a list of skill feats that you should avoid, I am willing to bet that other players here can help compile such a list.

If you're just expressing frustration, that's valid too. Sometimes this game/campaign can be frustrating.

Silver Crusade 3/5

Blake's Tiger wrote:
Not hypothetical (Bounty spoilers)

WOW!

hp 16, AC 18

Full to dead.

Those are not low stats for a 1st-level character.

Silver Crusade 3/5

Nefreet wrote:

There is a lake. Somewhere. Maybe in a volcanic crater? Where a legion of 1st level Clerics are always casting Create Water and Purify Food and Drink for the burgeoning settlement along the rim.

Man I wish I could remember where I read that =\

That is not very efficient.

What I mean is that every drop of water in the lake has only a 24-hour lifespan.

So to fill an entire lake means that most of that magical energy is, in the long run, going to waste.

A better solution is to have the spell create water cast, on demand, into modern plumbing systems. You have your Church of Our Municipal Services build a cistern or water tower in the center of town, with every home and business plumbed to it. The acolyte city workers just have to make sure that there is enough supply to meet demand. They don't even need to keep the cistern full except in times when they are expecting peak demand, such as the height of summer when the townsfolk like to water their lawns in the middle of the day.

The return end of the plumbing circuit also goes to the Church of Our Municipal Services, where it is treated with purify food and drink.

Silver Crusade 3/5

@Tineke Bolleman: How would you rule it if the OP was playing at your table for this scenario?

Edit: Also, good job; I found it to be a very fun scenario to play. :)

Silver Crusade 3/5

Tangent Bundle:
Yeah, mine has [u] and also has [color=], so these were probably inserted into that help box by a plug-in that I'm using, and I didn't realize it. Carry on. :)

Silver Crusade 3/5

3 people marked this as a favorite.
Kate Baker wrote:

* snip *

I would love to see either a tweak to the massive damage rule as Thod suggested or the ability to use hero points to stop a death from massive damage.

That would be the easiest and least disruptive adjustment if one is needed.

Silver Crusade 3/5

CrystalSeas wrote:
** spoiler omitted **

reply to tangential reply:
[U] is one of the formats listed therein.
Silver Crusade

1 person marked this as a favorite.

Hi James, I hope you are well.

Are there any (or could there be any) dhampir clerics of Sarenrae?

Related, if a human cleric of Sarenrae contracted vampirism, and she somehow managed to resist turning away from goodness (which I realize, a priori, means finding a way to avoid the need to drink blood), is it possible for her to retain her powers and spells as a worshipper of Sarenrae?

Silver Crusade 3/5

Nefreet wrote:
The Fox wrote:
I underlined the
** spoiler omitted **

tangent:
Yes, I see the text as underlined. I'm using Chrome v85. I might refrain from using [U] in my posts from now on, knowing that at least some people cannot see the format.
Silver Crusade 3/5

Blake's Tiger wrote:
EDIT: Point in case: Would you award 5 successes if they all brought 6 months worth of rations or had some magical means of feeding themselves? 27 weeks of rations is 2 bulk.

Short Answer Yes.

Medium Answer We reward having just the right tool for the job in other situations all the time. Why is this different?

Another Pop Quiz
Everyone name their favorite instance of a character bypassing what would otherwise have been a particularly difficult challenge simply by having the right item/feat/spell/ability for the job.

Silver Crusade 3/5

Pop Quiz
Everyone name as many scenarios as possible where PCs are required to roll a Survival check to subsist. You may list scenarios from 1e and 2e.

Why?

I contend that such scenarios are exceedingly rare.

If that is the case, and if those few scenarios where PCs are indeed asked to roll a Survival check to subsist are like Trailblazer's Bounty, where the minigame within the scenario demands that the Forager feat be neutered (by replacing its effect with a circumstance bonus) or outright negated, then the OP is absolutely correct that skill feats (at least some) are worthless in PFS.

Silver Crusade 3/5

@OP: If you were at my table and I was GMing it, I would have awarded you 5 successes for having the feat, no roll required. (I suppose if there were more than 5 of you in the party, I would let you roll and try for a critical success instead.)

The relevant text from the feat:

Forager, Core Rulebook, pg. 261 wrote:
While using Survival to Subsist, if you roll any result worse than a success, you get a success. On a success, you can provide subsistence living for yourself and four additional creatures, and on a critical success, you can take care of twice as many creatures as on a success.

The relevant text from the scenario:

Trailblazer's Bounty:
Trailblazer's Bounty, pg. 5 wrote:
To help with the flow between encounters and to give players a sense of progress, have them roll an Athletics check and a Survival check after encounters A, B, and C. The checks are both DC 14 (DC 16 in Subtier 3–4). [u]This represents how well they move through the mountainous terrain and how they are able to provide for themselves.[/u] Each PC makes a check for themself.

I underlined the important bit for emphasis. It sounds an awful lot like the Survival checks are meant to represent your ability to "subsist" out in the wild. (The first clause in the underlined sentence explains what the other skill check represents, by my reading.)

More spoilers related to Trailblazer's Bounty:
Note: you would still need to make the requisite Athletics checks, because those could go poorly and prevent the awarding of Discovery Points.

Expect Table Variation®

Silver Crusade

It might be worth adding that Focus spells are also auto-heightened in the same way as cantrips.

Silver Crusade 3/5

Nefreet wrote:
Would probably just be better to discuss that particular instance in the GM discussion thread for the scenario. I believe your GM was in error.

I think this was one of those "face-to-face" games the old-timers talk about.

Silver Crusade 3/5

2 people marked this as a favorite.

This sounds more like an instance of subpar GMing rather than subpar scenario writing.

It is not really the job of the scenario writer/editor to include every exceptional case for the GM. That's why we have human GMs after all.

Edit: WOW! So ninja'd by... everyone?

Silver Crusade 3/5

It seems to.

Silver Crusade

Are there any quests or bounties that will be running during the second half of Gameday? I have a level 1 character who will be looking for a game around then.

Silver Crusade

Male Halfling Sorcerer 7, Rogue 3, Arcane Trickster 10

Thanks everyone. <3

I will still be around the boards. I'm going to continue playing PFS games, but I'm slowly cutting them down from 6 to 3.

Silver Crusade

Male Halfling Sorcerer 7, Rogue 3, Arcane Trickster 10

Hey gang,

I am feeling emotionally overextended at the moment, with everything going on in the world, and I don't know that starting an AP would be good for me right now.

I have been sitting on this fence for a little while; I was torn because I really want to play with all of you. This is a great group, and I feel fortunate to have your invite.

I was hoping that these anxieties I've been feeling could be managed, but they are increasing. I'm extremely sorry that I didn't reach this conclusion earlier, but I hope you will understand.

Thank you again for the invitation to join this wonderful group.

Silver Crusade

1 person marked this as a favorite.
Male Halfling Sorcerer 7, Rogue 3, Arcane Trickster 10
Scratch Steeltoe wrote:
Just a quick check in, also have been awol. My father passed away on Friday so I'll be likely away most of the week.

I am deeply sorry to hear that. :(

Silver Crusade 3/5

20 AcP seems a steep price for access to one spell (or one item).

Silver Crusade

Male Halfling Sorcerer 7, Rogue 3, Arcane Trickster 10

Thanks!

Silver Crusade

Male Halfling Sorcerer 7, Rogue 3, Arcane Trickster 10

I don't see the list of spells.

Silver Crusade

3 people marked this as a favorite.
Male Halfling Sorcerer 7, Rogue 3, Arcane Trickster 10
BretI wrote:
I like the idea of the badger, mostly because of the little bit of lore about badgers in Absalom.

I don't know anything about the lore of badgers in Absalom, so I did a google search.

The first two hits were the the dates of birth and death (1813 - 1842) of a man buried in Vermont named Absalom Badger, son of John and Sarah Badger.

I still don't know anything about badgers in Absalom.

Silver Crusade 3/5

GM Suede wrote:

Honestly, if you really go look at the list of uncommon spells it makes a lot of sense.

As Eric said, the majority of the uncommon spells break or bypass narratives. They give you things like the ability to teleport right past story, or use a quick casting divination to solve the mystery of a plot.

They're really hard to write a narrative around and limit what GMs (or authors in PFS's case) can do. By limiting access to them it opens up a world of additional story options for scenarios in PFS. And if you consider that you might like PFS more because that can make the games you play in much more interesting.

And as Nefreet said, we don't even know what uncommon spells are going to be accessible.

I've found there hasn't been a single spell I looked at and decided I really wanted that wasn't common. Unless you're super into divination magic, I think you'll find it's pretty rare for yourself as well.

Again, my disappointment is NOT which spells are listed as uncommon. It is that accessing them is difficult in PFS.

However, since I'm being pressed on this: Yes, I like the divination spells. The diviner is a legit archetype in fantasy RPGs. I have a harrower character in PFS1. I'd like to make a harrower for PFS2, and currently that is difficult to impossible.

But that isn't even what started the thought-train for me. It is the spell protection. That spell does not fall into any of the categories that Eric has diligently explained.

I'm totally bored of this conversation. I came to ask how I can gain access to uncommon spells. That question has been answered ("You can't"). I have accepted that answer. Please stop telling me why I should not be disappointed -- or worse, that I should be happy about it.

Silver Crusade 3/5

Eric Nielsen wrote:

As people tend to mention, uncommon covers at least three different types of rarity -- 'regional/world level rarity', 'things that can heavily impact types of stories'. Spells have a third cateogry as well -- 'focus spells for a class'.

I don't think we'll ever see a way to grab another class's focus spell on a chronicle.

For the first two types, the spells that have been printed so far, skew more towards the second bucket than the first. Most things are uncommon if they a) invalidate travel (teleports), b) short-circuit investigations (scrying/divintion), c) deal with the alignment-system too much (making it easier for people to remove alignment if they want).

The regional/world rarity type of things I would expect to see appear on chronicles from time to time, we just don't have a lot of examples published in that category for them to pull from. For the 'game-changing spells' I don't think they'd add my a) or b). They might add c).

Some of the 'Power Word' line of spells feel like they might be the 'uncommon in the world' type of rarity rather than the 'warning to the GM this breaks types of stories', so I think I could envision them showing up on a chronicle at some point. But from my quick scan I wasn't seeing others that felt fit that bucket.

I'm not here to debate the wisdom of the choices for which spells are uncommon/rare. I wanted to know how to access uncommon spells. I got my answer: you basically can't.

I'm disappointed, and I like PFS less for it, but it is what it is.

Silver Crusade 3/5

That is a little better. But if uncommon spells aren't really appearing on chronicles...

Silver Crusade 3/5

Ok, so I did misunderstand that about items. Thank you.

I know that the common/uncommon thing is not a Society rule. My questions are more about how it is implemented in Society.

In a home game, a good GM would ask players for a list of uncommon items/spells/formulas/etc. that they would like to eventually gain access to. PFS doesn't have that for obvious reasons. I just had hoped that access to some of these iconic spells would be easier than "play a bunch of scenarios and hope that one of them eventually has the spell you want, AND you happened to play it with the correct character."

Silver Crusade 3/5

You can buy uncommon items of a certain level, though, right? Or am I misunderstanding that too?

Silver Crusade 3/5

Nefreet wrote:
I've played every scenario through 1-22 (currently on 1-23) and none of them grant access to those.

Thanks Nefreet.

I will give up on getting protection for Rufous, despite the fact that there is no spell better suited for his character.

I must admit that I'm feeling frustrated by this. Protection seems like such a classic spell, especially for divine casters. I would be no more surprised if Paizo had made magic missile an uncommon spell and PFS had no great avenue to unlock it.

Silver Crusade 3/5

Jack Brown wrote:
It is frowned upon to discuss what are scenario rewards, Fox.

Be that as it may, if that is the system in place for getting access to uncommon spells...

Silver Crusade 3/5

Followup question...

Anyone know which chronicles give access to the spells protection or circle of protection?

Silver Crusade 3/5

Robert Hetherington wrote:
Find them as boons, either AcP or via chronicle sheets. I wouldn't build around the assumption of having any.

Good to know. Thanks.

Silver Crusade 3/5

Robert Hetherington wrote:

Something gives you access to them. Same with anything else uncommon.

Some CRB spells via AcP

What does that mean in practical terms?

Is there a feat I need to take or something? Like Advanced Weapon Training, but for spells?

1 to 50 of 2,433 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>