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Dark Archive *** Venture-Agent, Finland—Turku aka Tomppa

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I think the problem is more with the evergreens being restricted to level 1 or 1-2 characters. I don't "aim" to skip the low levels, but I GM a lot, and I like to start my characters at a level where they can actually do their "thing", so I like being able to start characters at level 3 or 4.
I don't mind playing down in a 1-5 mostly made of level 1 characters with my level 3 or 4 goon, and I can take the back seat and let them shine, mostly giving advice or stepping in if things go south.

What I don't like, is being forced to play a level 1 pregen because the adventure is only for levels 1-2, forcing me to start a fresh new character, when I already have 11 characters on levels 3-9 and I would like to play and progress those. Especially since I already have a couple more GM blobs just waiting to be formed.

So, for me, playing evergreen with a pregen is like playing it for no credit. If I have played&GMed it already, it doesn't even offer any new plots or insights or surprises.

Evergreens, even on low levels, should be made more interesting. Aside from the possibility of running out of stuff to play, I don't really see reasons to GM or play low-level evergreens anymore.

Dark Archive

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Last we heard about it from Compton, Linda was working on sanctioning the Kingmaker campaign for pathfinder Society play, and was partway done back in April. Are there any news on when we get to throw our Pathfinders into the Kingmaking business?

Dark Archive *** Venture-Agent, Finland—Turku aka Tomppa

Want:
Catfolk
Dhampir

Have:
Aasimar/tiefling
Leshy

Non-race:
Xenophobia, Xenophilia
Extra Hours
Debt to society
Spirit of the Shadow Lodge

Also looking for Kobold!
For Kobold, also willing to trade: 2x Ganzi, Rougarou, Sapphire Guardian, Season 6-7 explorer, Adopted Weapon Training, Fighting off corruption: Lycanthropy, Freedom's Champion / Argent Knight. Willing to trade multiple for the Kobold. May consider trading one for catfolk or dhampir.

Dark Archive *** Venture-Agent, Finland—Turku aka Tomppa

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It's best to tolerate the evil-worshipping pathfinders - after all, cooperation is in the dogma of the society (explore, report, cooperate).

On the other hand, remember that PFS doesn't Tolerate EVIL characters, so people who worship evil gods should still act pretty neutral, even if they cackle maniacly. Killing helpless opponents or slaughtering enemies who've already surrendered isn't going to be tolerated for long. However, it's not your job as a player to act as the judge on whether they are too evil or not - leave that to the GM. If their play is disruptive and GM doesn't act on it, escalate. Likewise, remember that society is about cooperation - refusing to aid them in the mission you've been given isn't good for the society.

Personally, instead of speaking directly against such agents, I'd RP being interested in their reasoning as to WHY Urgathoa or whatever is worthy of worship. Curiosity and mutual tolerance is probably more enjoyable RP experience than accusations and open hostility.
Don't try to force the party to choose between you or the evil-worshipper, obviously - that's not going to end well.

You could always just ask the player about it at the beginning of the game? "How much animosity/hostility do you want between our characters? You worship Rovagug and I'm a follower of the dawnflower so we should probably be at each others throats, but we can play it cool if you want?"

Dark Archive *** Venture-Agent, Finland—Turku aka Tomppa

Tommi Ketonen wrote:


Want: KOBOLD BOON!!! Pleaaase!
Rougarou
Seasoned Archivist / Taldan Courtier

I really really really really REALLY need that Kobold boon. Willing to trade lots of stuff for it! Also interested in sapphire guardian boon.

I have:
Samsaran
2 x Leshy
Aasimar/Tiefling
(possibly a skinwalker)

and an assortment of other boons:
Research specialist (collect stories to get +1 to various knowledges, get +1 intelligence eventually)
Fighting off corruption: Lycanthropy
Xenophobia
Spirit of the shadowlodge
On the Job training (learn a new class skill)
Extra Hours (get dayjob from GM credit)

... And I was going to give it to my -1, but I do also have a Freedom's Champion/Argent Knight boon.

I'm willing to trade multiple boons for a chance to play a Kobold, and would be grateful if someone would consider trading me one.

Thank you,
Tomppa

Now also looking for:

Rougarou
Seasoned Archivist / Taldan Courtier

Dark Archive *** Venture-Agent, Finland—Turku aka Tomppa

Not 100% sure, but I would assume you'd treat the unchained as an archetype. In this case, it would cost you 5pp to retrain into finesse training, and another 5pp to retrain trap sense into danger sense. using your boon would reduce this by 5pp, leaving the cost at 5pp. This would seem pretty reasonable.

If you play regularly in a local lodge, try asking your local venture officer on how you should proceed.

Dark Archive *** Venture-Agent, Finland—Turku aka Tomppa

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I like the simplicity of 1 xp per scenario, because it's super easy for new players. "You play a game, you get an xp, 3 xp's = level up." Special cases (slow track, AP's, modules, etc) aren't that relevant to new players and when they become relevant, you'll just expand from the 1xp per adventure. "This one gives you 3 xp's if you play it, so you'll get a level anyway". "If you want slow track, you'll get just 0.5 xp".
It's also easier to record and less prone to errors than counting some 35k xp. There's literally 2 needless zeroes in "300 xp"

I'm fine with level 1-2 adventures, but please, please don't make any more level 1 adventures. There's no reason to shut level 2 characters out of those lvl 1 adventures - difference between 1 and 2 isn't that big, and forcing older players to make a new character every time someone runs a tier 1 adventure is annoying (because it's usually a priority to get yourself out of level 1 as soon as possible, very few people seem to have "ready" level 1 characters at standby.

As to the tiers, I like the current system of 5 levels, 2 subtiers, because it gives you lot of options. Level 1 character can play in 1-2, or 1-5 adventure, and while it isn't recommended, that new player isn't prevented from playing in the 1-5 just because the older players want to use their level 4-5 characters. Once you reach level 3, you can play in 1-5, and 3-7 adventures. Get to level 5 and you have whole lots of options - 1-5, 3-7, 5-9. Level 7 and you're again in 3 different tiers - 3-7, 5-9, 7-11.

adventures for levels 1, 3, 5, 7 (+/- 1 level) would be too restrictive and create chokepoints. Say you miss some games, and your lodge outlevels you. You get stuck at level 3, while they are 4-5. They would need to make new characters at level 1, play them until level 3, and then play with you to get you to 4-5. Or, the rest of the lodge would need to play pregens for 3 games with your level 3 character just to get you to their level - not terribly fun.

(I don't propose 1-7 adventures though - that tiering is difficult because people can come in expecting to play their level 1-2 characters, only to find out that the majority are level 6-7 and they can't play together).

As to the guide - I'd recommend making a shorter introduction to organized play and Player basics - very short and to the point, just to give an idea of what PFS is about, and directing players to read the full explantions later in the guide, then character creation, factions, buying equipment / after the adventure, and the fluff of the world - and then more comprehensive explanation of how the organized play works etc.

Dark Archive *** Venture-Agent, Finland—Turku aka Tomppa

Craig Tierney wrote:

Have:

Sapphire Ooze (and Ganzi, if anyone happens to be willing to trade for it), a couple other assorted player boons
Want:
Not entirely certain, but open to anything (more interested in race boons than other stuff, but I've really got know idea what's out there), PM if interested

PM'd. I have an extra Vine Leshy that I could offer, but I'm open to other suggestions as well. My list is two posts above this.

Dark Archive *** Venture-Agent, Finland—Turku aka Tomppa

Want: KOBOLD BOON!!! Pleaaase!
Sapphire Guardian (Sapphire Ooze companion)

I really really really really REALLY need that Kobold boon. Willing to trade lots of stuff for it! Also interested in sapphire guardian boon.

I have:
Samsaran
2 x Leshy
Aasimar/Tiefling
(possibly a skinwalker)

and an assortment of other boons:
Research specialist (collect stories to get +1 to various knowledges, get +1 intelligence eventually)
Fighting off corruption: Lycanthropy
Xenophobia
Spirit of the shadowlodge
On the Job training (learn a new class skill)
Extra Hours (get dayjob from GM credit)

... And I was going to give it to my -1, but I do also have a Freedom's Champion/Argent Knight boon.

I'm willing to trade multiple boons for a chance to play a Kobold, and would be grateful if someone would consider trading me one.

Thank you,
Tomppa

Dark Archive *** Venture-Agent, Finland—Turku aka Tomppa

Kiesman wrote:

It would be, and if I had done this scenario first I would probably have done that but unfortunately I'm second level now, so the feats are my only real option. And it's actually 3 feats at this point, because I need Iron Will, Familiar Bond, and Improved Familiar.

Was there really no additional feat replacement options added with Familiar Folio? Only the Animal Archive?

If you have the Ultimate Campaign, you can use the retraining rules to retrain your bloodline. This costs 5 prestige for each bonus feat and bloodline power you change. if you're level 2, this will cost you a total of 5 prestige. Still a bit cheaper than 3 feats :D

Also, I think you'll actually need Iron Will, Familiar Bond, And Improved Familiar bond to make your familiar a "true" familiar before you can replace it with Improved familiar. I could be mistaken though!

Dark Archive

There seems to be some sort of a problem with shopping cart. No matter how I try to access it (Cart, View Cart, Checkout, or "in your shopping cart" link in individual item page), I get directed to an error message:

"Sorry, there was a problem handling your request. The system administrator has been notified.

Please contact webmaster@paizo.com if you continue to have difficulties."

I *think* the problem may have started when I had already added some items to my cart while being logged in. I think added partially the same stuff and some new ites to my cart while Not logged in, and clicked checkout. Site asked me to login, and after that, the item count in my cart doesn't match with what it was before, nor what it was after, and I am unable to remove items from the cart or check out with it, or view what's in there.

Super annoying, and pretty crippling since I can't complete my purchase.

Dark Archive *** Venture-Agent, Finland—Turku aka Tomppa

There's also an option called Bloodline Familiar (from Familiar Folio).
It trades your 1st level bloodline power away and gives you a familiar (with a minor additional power dependent on your bloodline). In addition, you get your bonus bloodline spells one level later.

Depends on your concept, but that could be cheaper than taking 2 feats.

Dark Archive *** Venture-Agent, Finland—Turku aka Tomppa

In addition to those mentioned in my previous, I now also have one Hang in there (can receive breath of life 3 rounds later, instead of just 1 round).
Looking still for the Kobold. Willing to trade multiple boons for it. Can do digital or physical trades.

Dark Archive *** Venture-Agent, Finland—Turku aka Tomppa

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Zin Z'arin wrote:

I hope this post isn't out of line! In threeish years of online play, I have yet to earn any kind of racial boon; I'm starting to dip my toes in the GM waters, so maybe this changes for me soon, but as of now I don't have anything to offer in trade.

I have a character idea that requires a goblin boon. Is there any chance that someone has one they don't need, and is in a giving mood?

Have:

none

Want:

Goblin

Goblins are a really, really old and really, really limited boon - it's unlikely there are any unused goblin boons left.

I have 2 vine leshys, though - if I don't need to trade both of them to get the Kobold boon I'm after myself, I'll gladly throw you one of them ^_^

Dark Archive *** Venture-Agent, Finland—Turku aka Tomppa

I've run a bit over 30 scenarios (and lots of modules). I don't try to kill PC's, and since most of our lodge is still in levels 1-5, I often softball encounters if they seem too hard.

That being said, with more experienced players/higher level characters, I try to play the monsters as intelligently as their stats/tactics allow, and that may lift the difficulty a bit.

So far, I've had a couple of PC deaths that were retconned because of missed tactics or bonuses but those don't really count. The "real" deaths have been 3: All of them in halflight path.

First two were in high tier (6-7) with a party of 6, 2 of them were level 7 pregens. The party had specifically hoped for a more challenging experience, so I didn't pull any punches - first character died to a surprise that, since they failed to spot/recognize/prepare for, dealt a whopping 14d6+14 damage before the character had a chance to act (wasn't enough to kill the PC immediately, but it's next turn sealed the fate). Luckily, the Party managed to breath of Life him back.
Second death was kinda bad luck - a pregen (level 7 bard) died because there were no other PC's at range/in sight, and the monster rolled a 20 to hit despite having penalties for cover and the pregen being prone (he was taking cover behind the unconcious body of another pc :P). It wasn't a crit, but the bard was already in low health. It was for an empty slot, though, so I don't really count that as a kill >.>

A third death was when I ran the halflight path in a con. Party consisted of levels 3-5. Encounter was from the "minor threats" list. Party didn't have anything to counter the monsters tactics, and rolled really, really poorly. The solo monster with about the same amount of HP as a single PC managed to send an eidolon back to it's home plane, knocked 3 characters unconcious during the combat, and killed one. I admit that the party had poor luck on their rolls, but I consider the death pretty fair: Nothing stopped them from running, and the PC who died was on low health - the party know about how much damage the creature dealt per attack, and the killing strike wasn't a crit or anything - just a couple of points more than the avarage damage, dropping the PC straight into over-con-negatives. The combat took something like 8 rounds or so so the PC could have just pulled out to heal for a bit.
I think it might have very well result in TPK, but I started pulling punches when it started to look really desperate for the PC's (giving them clear hints on where the monster was despite poor perception rolls and pointing out that it "probably wasn't anymore in where it was when it stabbed you")

Dark Archive *** Venture-Agent, Finland—Turku aka Tomppa

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I'd like to begin with nominating Hstyle: We're a relatively young lodge, less than a year old, and Hstyle has been with us from the beginning. He isn't our VL nor our VA, but he could very well be: He's active on our forums (not here though), picks up the game and runs it if the other GM's aren't available or if we need a GM on short notice. He's the one everyone can rely on to bring the chronicles when you don't have an opportunity to print them yourself, or the one to provide a place to play in when the store is closed, and even when we have 2 games on a monday and a game on thursday and he already ran one of those and played on another, he's usually the one arranging one more game on the weekend. He's cosiderate, fair, and caring, and always eager to teach new players.
He's also a bit of a colorful person, which can sometimes cause some friction, but he's always ready to listen to the opinions of others and work with them to find solutions.

Then comes the mermaid option:

Dalon is a young merman from the tribe of Koiallas in the sea of eels near the shores of Shokuro - a tribe easily recognized from their white and gold scales and skin.
As a little merman, Dalon was always intriqued by the "big blue" that was above the surface of the sea. Despite the warnings of his elders, he couldn't really keep his curiosity in check, and often explored the waters near the shoreline, sometimes even swimming a short distance up the river, but never really daring to go onto the land.

One day when he was exploring the shoreline, he encountered something peculiar. Where the sea met the cliffs, there was wall of water going straight up for some twenty feet or so! Or, on closer observation, the water seemed to be actually going down from the cliffs, straight into the sea - a waterfall, first one Dalon had ever seen. Even more amazing was the school of fish that were swimming near the waterfall, for every now and then, some of them tried to swim up the fall, sometimes making it two or even three feet before falling out of it and splashing back into the sea. This didn't seem to serve any purpose, since clearly there was no chance for the fishes to ever reach the top of the waterfall, so he inquired the elders of the tribe about this behaviour.

"carp reach for the top
Struggling for one hundred years
Determination
Gods reward perseverance
Golden scales adorn wings"

Hearing the poem filled Dalon with determination. Like the fish from the legend, he too would shed the shackles of the sea and find a path through the Big Blue that was above it.

(I *had* a merfolk boon but I traded it away because I figured I'd never be able to get all the race boons that were needed to actually turn it into a merfolk :( )

Dark Archive *** Venture-Agent, Finland—Turku aka Tomppa

I really, really really really really Really, need/want/can't live without a kobold.

I have:
Samsaran
2 x Leshy
Aasimar/Tiefling
(possibly a skinwalker)

and an assortment of other boons:
2x Research specialist (collect stories to get +1 to various knowledges, get +1 intelligence eventually)
Fighting off corruption: Lycanthropy
Xenophobia
Spirit of the shadowlodge
On the Job training (learn a new class skill)
Extra Hours (get dayjob from GM credit)

... And I was going to give it to my -1, but I do also have a Freedom's Champion/Argent Knight boon.

I'm willing to trade multiple boons for a chance to play a Kobold, and would be grateful if someone would consider trading me one.

Thank you,
Tomppa

Dark Archive *** Venture-Agent, Finland—Turku aka Tomppa

Ran this yesterday (for the second time).

Since only the "two paths" are numbered, I flat out told the players (who were contemplating a "plains-plains-hills-plain all the way-"route that it was beyond the scope of the adventure.

A bit cheap way to handle the obvious oversight in the design, but really, they players would have been pissed for the reduced gold in the reward.

Dark Archive *** Venture-Agent, Finland—Turku aka Tomppa

Deathtrap ooze. Description says it can take the form of any cr 8 or lower trap, vr 6 if playing with 4 players. Examples are cr 1-5 and core rulebook doesn't list any suitable traps at cr 7 or 8. Provided I have the source, what other traps can I use, or can I simply adjust one of the lower level traps to provide suitable challenge?

Dark Archive

Did you take a look into the Combat Patrol feat? It's... Not easy to pull off, but when the situation is just right, it can be a beautiful thing.

Dark Archive *** Venture-Agent, Finland—Turku aka Tomppa

Wild child brawler can also take any animal available to a druid - one of my favorite archetypes.

As to the owlbear - it is viable as long as you find it fun!

Dark Archive

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With Kingmaker game coming out, and a whole set of figures for Kingmaker in the making, can you give us an estimate on the Adventure Path getting sanctioned for Society play?

Dark Archive

With Kingmaker game coming out, and a whole set of figures for Kingmaker in the making, is there any chance of the Adventure Path getting sanctioned for Society play?

Dark Archive *** Venture-Agent, Finland—Turku aka Tomppa

Bodyguard animal companion can always act in a surprise round, starting at level 3. Combine with the Lookout teamwork feat to get the ability to always act in surprise round. Boon companion can help with getting it to 3rd level if you don't want a 3 level dip into hunter.

Dark Archive *** Venture-Agent, Finland—Turku aka Tomppa

I wouldn't say it's "I have no idea how my archetype works"
More like: "I have an archetype that receives powers depending on the terrain we are in. I'll need to know which of these elements is closest to the terrain we're in. I'll take care the rest, you just need to say if it's fire, earth, water, etc."

Dark Archive *** Venture-Agent, Finland—Turku aka Tomppa

AeonsShadow wrote:

It only explains for the first 6 elements, and nothing for Void save the VACUUM OF SPACE? I'm trying to figure something more definitive, so that If I play in society I won't have to argue a point to every dm I come across. My worry is that DM's won't even LET me play this because of that.

Can you rephrase? I don't really understand the question/problem. GM's aren't allowed to deny you from playing a legal character, so "DM won't even let me play this" isn't an option - it's a legal option, so long as you have the source and the Additional Resources say it's legal.

You don't need to argue a point to every DM you come across:

"In areas that might count as multiple types of terrain, the GM decides which element predominates, and in certain areas not covered by the ranger favored terrains (such as the upper atmosphere) or in those with strong elemental energy (like an underground temple of a fire cult), the corresponding element might differ."

Basically, the GM will always tell you what element is the current one.

Dark Archive *** Venture-Agent, Finland—Turku aka Tomppa

Yeah, there are some misprinted prices in some chronicles, but those are ALWAYS misprints Unless the chronicle Specifically Says that you get the item on a Discount - meaning that the boon says that it's supposed to be cheaper. Merely having a wrong price printed (with no special mention of a discount) isn't enough.

Dark Archive *** Venture-Agent, Finland—Turku aka Tomppa

Suede wrote:
Tomppa, if you're okay with digital copies, I have a Hellbound Corruption boon from a PbP special I was in that I'm not doing anything with.

Pm'd. Thank you!

Dark Archive *** Venture-Agent, Finland—Turku aka Tomppa

I have a Fighting off Corruption: Lycanthropy boon
I'm hoping to trade it for: Fighting off corruption: Hellbound

(I also have some of the newer RSP boons that I could trade, for example Debt to Society or the one that allows you to specialize in a skill after succeeding ten times while being assisted by someone who has a rank in the skill, can't remember the name off the top of my head)

Dark Archive

Hi Mark! What's your opinion on what weapons are available for the Phantom weapon class ability of the Phantom Blade spiritualist archetype and how do they work with spell combat?

The ability says:
"A phantom blade begins play with an ectoplasmic sentient weapon known as a phantom weapon whose weapon type is chosen by the phantom blade. The weapon type must be one with which the phantom blade is proficient. A phantom weapon functions similarly to the black blade of the bladebound magus archetype except as noted on the Phantom Weapon Progression table."

The author, Luis Loza's intent was:
"As for the type of weapon available for the phantom weapon, my intent was to allow any weapon with which you are proficient. i.e. If you have longbow or greataxe proficiency, you can use a phantom longbow or phantom greataxe. That's why the artwork features the pantom greataxe."
(source: http://paizo.com/cgi-bin/WebObjects/Store.woa/wa/browse?path=%2Fproducts%2F btpy9qhr%2Fdiscuss&page=18#864)

It reads like you could choose to use longbow, or two-handed weapon, as your phanbtom weapon while casting spells through spell combat.
HOWEVER: the abilities reference the Black Blade of the Bladebound Magus archetype, which states that "A black blade is always a one-handed slashing weapon, a rapier, or a sword cane."

Further: Phantom Blade's Spell Combat says:
"A phantom blade can cast spells and wield her phantom weapon at the same time. This functions as the magus’s spell combat class ability."
However, Magus spell combat says:
"To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand."

The intent of the author was, as stated, that the phantom weapon could be ANY kind of weapon, even ranged or two-handed, so it seems safe to assume that the spell combat of phantom blade would work with those as well: "can cast spells and wield her phantom weapon at the same time."
This isn't consistent with how the abilities referenced are working, though.

Sorry for the long post, but would really, really appreciate your input on this matter. Even if it isn't binding or official, it could help with some wildly warying table variation.

Thanks in advance!

Dark Archive

Darkwood also lowers shield's ACP by 2. I think all towershields are metal, so darkwood doesn't apply here, but a darkwood heavy wooden shield has ACP of 0. If you use it without being proficient, you'll take a penalty of 0 to all physical skills and ability check.

Dark Archive

Chess Pwn wrote:
Archmage Variel wrote:
like the ability to turn into an amalgamation of animal forms.
I don't think the shifter can do this. They can only have 1 form on at a time.

They can have 1 minor form at level 1, and they get wild shape (major form) at level 4 - they can have both forms at the same time. I think the description is pretty accurate, and starting at level 9 they get the ability to have two (and later three) minor forms active.

Dark Archive

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Archmage Variel wrote:
Tomppa wrote:

For a dex based shifter (with weapon finesse, obviously), Piranha strike is a good alternative to power attack, doesn't require you to have 13 str.

Traits: There's a combat trait from Quests & Campaigns called Vengeful that gives you a +1 dmg bonus against the last creature to damage you, which isn't terrible if you have lots of natural attacks.

Piranha strike would be great if RAW it worked with primary natural attacks, but currently that's not how it works. Otherwise I'd have put it in as well.

As per weapon finesse, Natural weapons count as light weapons, so it does actually work with primary natural weapons. (not to mention that since the bonus is halved for secondary natural attacks, it's kinda obviously ment to work with primaries as well)

Edit - unless there's some faq/errata that I'm not aware of

Dark Archive

For a dex based shifter (with weapon finesse, obviously), Piranha strike is a good alternative to power attack, doesn't require you to have 13 str.

Traits: There's a combat trait from Quests & Campaigns called Vengeful that gives you a +1 dmg bonus against the last creature to damage you, which isn't terrible if you have lots of natural attacks.

Dark Archive *** Venture-Agent, Finland—Turku aka Tomppa

Thanks for pointing out the controversy about trading gift certificates for boons. In the con where I got the gift cert, they were handed out just like boons: roll a die: win a boon, roll a die: win a gift cert, and since the distribution was identical and some people traded them immediately after rolling ("Oh, I got a cert, but have the books, you got breath of life, wanna trade?") I assumed it would be alright.

In case anyone is interested, trade was completed without the gift cert changing hands.

Dark Archive *** Venture-Agent, Finland—Turku aka Tomppa

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Looking for: Dhampir Boon (to rebuild my beloved AP character into an PFS character)

Have: Samsaran race boon, 10 dollar gift card/discount coupon to Paizo Store (gained from a con), and "Debt to Society" boon.

I'd rather not trade the Debt to Society boon since I plan to use that to keep said Dhampir (semi)Alive, but will trade it if absolutely necessary.

Thank you in advance!

Dark Archive *** Venture-Agent, Finland—Turku aka Tomppa

Faction journals: "Once per adventure that grants a chronicle sheet and at least 1 xp" - If a chronicle sheet WOULD grant 1 xp, but the player is playing it on the slow track, and thus only gets 0.5, do they still get to mark a goal?
Likewise, "Serve as the GM for an adventure that grants 1 or more xp, and apply the chronicle sheet to this character" -> Can I apply the sheet as slow, only gaining 0.5 xp?

Dark Archive *** Venture-Agent, Finland—Turku aka Tomppa

If you're playing in public games, it's important to remember that for all the feats, equipments, races, classes, traits, etc you want to use, you'll need to have either a physical copy of the book the item/feat/thing is presented in, or a bought pdf (from Paizo) with your name as a watermarkthingie on it, and you need to bring it to the table. In addition, you should bring a copy (or rather, copy of the sections) of the additional resources document to show that the options you've picked are actually legal for play. How strictly your DM goes through your character sheet, though, depends on the gm obviously.

Basically, when building a character: Decide what race/class/feat/ability you want -> check which book that thing was mentioned in -> check that you have said book -> check that it's part of the allowed additional resources. (most of the stuff is usually allowed, except for clearly evil things and stuff that break the rules considerably or are optional rules).

Dark Archive

Stats:
Str 12, Dex 17, Con 10, Int 14, Wis 14, Cha 15

4 levels of cleric - channels negative energy, undeath domain
Feats: Improved initiative, Extra traits: Reactionist (+2 initiative),
Magical Knack (+2 caster level if multiclassed), Stealthy.

Task: level this up from a lvl 4 to lvl 12.
The goal is not to super optimize the build or anything - merely to turn this character into something somewhat useful at lvl 12, so any ideas are welcome. No PrC's and the less obscure the sources are, the better. In effect, try to keep it as simple as possible?

I'd really love to continue on the cleric path, but I'm not sure if that's anyway usefull, given the low casting stat. Also, gold at (roughly) 21k or so, so you can't lean heavily on equipments to make up for the stats.

I was thinking about maybe something roguish..?

Dark Archive

Orfamay Quest wrote:
Tomppa wrote:
I think the problem here is, yes, the player more than the class, but I think the real answer is to let the character face the consequences of his actions.
This answer seems to airbrush away the fact that one of the explicit, game-defined consequences of the character's actions is that he's now a fighter without bonus feats, not a paladin.

It's entirely up to the GM to decide how he wants to solve the situation - Either you can declare that killing evil stuff at random is grounds for falling from grace as the deity withdraws the power given to the pc. If the pc/player/group/dm argues that "KoS all that is evil" is actually within the code, then the character should face (for example) social punishments as described above for their actions.

As this is the advice forum, my advice is thus:
If you want to discourage "kill all that is evil"-behavior, you can either do it through mechanical consequences (ie, losing powers) or IG social consequences (getting ran out of the city because you are a maniac and murder people in the streets).
(OR a combination of both.)

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Also: Set up moral traps and dilemmas.
This, on the other hand, I consider to be unfair.

I... Hope that was sarcasm? Obviously, different groups and different players enjoy different kinds of games and challenges.

Some of the best games we've had are not about "rolling a crit and beheading the monster" but rather, sitting around and spending an hour just discussing what we should do, and how we should do it, and why, simply because the situation is not always so simple as just "clear the Dungeon". Roleplaying games have the potential to be so much more than simply very complicate tactical boardgames - and decicions made should be harder and more complicated than just "should I pick Lightning bolt or Fireball?".

Of course, those are just my opinions.

Dark Archive

I think the problem here is, yes, the player more than the class, but I think the real answer is to let the character face the consequences of his actions.

Ie, killed a random evil dude in the streets? Congrats, the whole city thinks you're an evil, mad, crazed lunatic who runs around and murders people.

If a villain escapes the character - let them scry/spy/so-on the character to find out how the paladin cracked his case, and then use his behavior against him (misdirection/undetectable alingment/etc).

Let a villain use the paladins approach: An Assassin who uses ring of mind shielding, dresses in shiny armor and acts all goody-two-shoes and proclaims being a paladin in service of (some vengeful good deity), slaughters his targets and claims they were evil and criminals.

Not all baddies are evil - use a CN type who plans to profit by simple trickery, blackmail and missdirection, but whose plan fails and turns into a rather sticky situation.

Also: Set up moral traps and dilemmas. Your very just and generally well liked and loved LG king sent you on a quest to retrieve this macguffin from somewhere. Then have the players find out that the macguffin isn't exactly what the king thought it would be - rather, it is somewhat dangerous, (possibly corrupting) evil artifact. Do the characters return it to the king as requested (possibly releasing an evil, dangerous and corrupting artifact to the hands of the court) or destroy the artifact (opposing a direct order by the king, possibly earning them their exile)? Can the characters make the decicion regarding it's destruction by themselves, or should they hand it to the king and risk that it will not be destroyed?

Have the powerful wizard/mystic/cleric/something, highly respected advisor of the LG King send the characters off to kill a witch (in behalf of the kingdom in order to secure safety and peace, etc) that reportedly use black magic. No need to bring her head, just make sure she faces punishment and dies. When they get there, the witch is actually an old woman in the woods, does not ping evil, and nothing in her cottage point to any questionable act. To kill her is certainly not good - you can't prove that she's evil (even if she turns out to be a witch), but to not kill her is to oppose someone who quite possibly got the orders directly from the King himself - and even if she did not, she's pretty much the second highest authority in the land.

HINT: Instead of giving players two good options, force them to choose between two bad results, and watch them squirm as they realize that they are screwed, no matter what they do!

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I can't seem to understand how the paragon surge and eldrich heritage: Arcane work together. Could someone ellaborate?
Spoiler contains paragon surge's text, Eldrich Heritage and the 1st bloodline power of the arcane bloodline.

Spoiler:

Paragon Surge:You surge with ancestral power, temporarily embodying all the strengths of both elvenkind and humankind simultaneously, and transforming into a paragon of both races, something greater than elf or human alone. Unlike with most polymorph effects, your basic form does not change, so you keep all extraordinary and supernatural abilities of your half-elven form as well as all of your gear. For the duration of the spell, you receive a +2 enhancement bonus to Dexterity and Intelligence and are treated as if you possessed any one feat for which you meet the prerequisites, chosen when you cast this spell.

Eldrich Heritage: Benefit: Select one sorcerer bloodline. You must have Skill focus in the class skill that bloodline grants to a sorcerer at 1st level (for example, Heal for the celestial bloodline). This bloodline cannot be a bloodline you already have. You gain the first-level bloodline power for the selected bloodline. For purposes of using that power, treat your sorcerer level as equal to your character level – 2, even if you have levels in sorcerer. You do not gain any of the other bloodline abilities.

Arcane Bond (Su): At 1st level, you gain an arcane bond, as a wizard equal to your sorcerer level. Your sorcerer levels stack with any wizard levels you possess when determining the powers of your familiar or bonded object. Once per day, your bonded item allows you to cast any one of your spells known (unlike a wizard’s bonded item, which allows him to cast any one spell in his spellbook). This ability does not allow you to have both a familiar and a bonded item.

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A few spellstrike questions I haven't been able to find answer, even after searching the forums thoroughly. The real question is wether or not you can use two hands with spells and spellstrike and spellcombat to get that 1.5x strenght bonus to damage (instead of single-handed 1x bonus).

1. Grabbing the weapon with -both hands- while holding the charge:
Does this dissipate the charge?
Example:
Round One: Cast Shocking grasp, move to enemy, use free attack and miss.
Round Two: As a free action, grab your sword with two hands, strike the enemy with your sword to deliver the spell through spellstrike.
(Reason would obviously be to deliver 1.5 str bonus as damage)
Is this possible?

2. Can you use spell combat to: Attack twice with your sword, wielding it with two hands, then letting go of it with one hand, cast a spell and deliver with the spell with the free attack (either using one or two hands on the weapon)?
If the answer to 1st question is "No", then two-handing the weapon is obviously a no - but how about the other option?

3. Critical hit deck: If I confirm a critical hit with a Spellstrike melee attack that delivers both weapon and spell damage, should I either draw two cards (one for swords damage and one for the spell) or just one and decide wether I should use the melee or magical result?

4. This actually concerns more the Critical Deck and less about the magus.
If I confirm a critical hit with a spell (say, through spellstrike), but the opponent makes the save (and it negates the whole spell) - should I still draw a card in case the critical hit inflicted other penalties? If the save only, say halves the damage of the spell, does it also reduce the critical effect to half?

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Actually - I see many DM's running it just like that - You get hit, roll the fort save, then wait the onset time before effect hits.

Problem: With long onset times, the disease is easily treated and removed.
Problem: Making the player roll the fort save then and there tells him that he is hit by a disease and/or something else - leads easily to the metagaming of "needing to be treated".

Non-logical: If it has not "set" yet, how the heck do you know you need to be treated?

Think of it this way. If you get sick of flu (ie, symptoms show up) right now, you did not contract it a few seconds ago - No, you caught it a lot (read, a few days) earlier.

If I were DM'ing and I really, really wanted to get something out of the otherwise useless and easily removed diseases, let the PC's catch them, hold out on the roll until the onset perioud has passed, and then have them roll, and take the damage from it at the same time.

BONUS! If the onset period was 1d3 days, it's likely that the PC has been spreading the disease for a day or two, depending on how fast the symptoms manifested.

(An additional Bonus: I'd make a necromancer antagonist use plague zombi cats, perhaps nerf them a bit to take out the disease explosion, and then have the PC's spread zombie rot around ^.^)

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Crafting allows... Double... The wealth? Where the heck is that coming from?

Apart from a small percentage of actual gems and coins, most loot than can be found, at least in adventure paths, seem to be items. Items can be sold for half their value. Crafting can make items for half the value.

I see the benefit of crafting in situations where the party finds, say, +1 long sword.
Example one: The party's fighter specializes in longsword, all is well.
Example two: The party's fighter specializes in whips, and the item is useless for the party.

Without crafting feats, the example two party is worse off than party number one - the other got 1000gp worth equipment that they can use, while the other one, after selling the sword, only gets 500 gp worth of loot they can be used. If one member of the party has picked craft magic arms and armour, I think it's only fair that can turn the 500gp into a whip +1 - in the end, both parties got a +1 weapon, and no wealth was doubled in any manner.

In effect, the benefit of crafting feats are that they effectively allow you to choose what kind of magical loot you find, while keeping it's value the same, as opposed to finding only loot that might not be useful because of party choices.

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Ah, my mistake, I was wrong as pointed out by Thrall of Orcus:

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Target or Targets

Some spells have a target or targets. You cast these spells on creatures or objects, as defined by the spell itself. You must be able to see or touch the target, and you must specifically choose that target. You do not have to select your target until you finish casting the spell.

I had missed that part of the magic section. Reading only the entry of line of effect makes it seem like you wouldn't need a line of sight for the target, but that Target or Targets section makes it quite clear, imo.

Thanks for the answers!

Dark Archive

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Line of Effect

A line of effect is a straight, unblocked path that indicates what a spell can affect. A line of effect is canceled by a solid barrier. It's like line of sight for ranged weapons, except that it's not blocked by fog, darkness, and other factors that limit normal sight.

You must have a clear line of effect to any target that you cast a spell on or to any space in which you wish to create an effect. You must have a clear line of effect to the point of origin of any spell you cast.

Emphasis is mine.

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Range medium (100 ft. + 10 ft./level)
Target or Area: one spellcaster, creature, or object

You can also use a targeted dispel to specifically end one spell affecting the target or one spell affecting an area (such as a wall of fire). You must name the specific spell effect to be targeted in this way. If your caster level check is equal to or higher than the DC of that spell, it ends.

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I'm a caster, and I just saw another caster cast invisiblity, and I recongized the spell through the check. They may, or may not have moved after casting of the spell, but I can safely presume they did not get outside of dispel magic's range, 100ft+.

Is there anything, by RAW, preventing me from naming "invisibility" and "the caster" as my targets, and then attempting to dispel the invisibility?

By RAW, I do not need a line of sight to my target, only line of effect. Line of effect is not blocked by anything affecting vision, only by solid barriers. If the caster did not get behind an solid object, there should not be, by RAW, anything preventing me from dispelling the invisibility.

In effect: I have chosen my target, which by raw I do not need to see, and I have chosen the target spell by naming it, which I do not need to see either.

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At this point, I would simply ignore the undead horse, if the GM thought it would be all right. Go ahead, just ask him next time you play if there's any sort of downtime: "I'll ignore the dead horse. Do I loose my powers?"

Buy a phylactery of faithfulness/ use augury / divination / commune, whatever. If you don't get a "You must kill it!" then just ignore it. If you suddenly loose your powers, then try to kill the horse if possible and then just roll a new character. OR, do as I do with a pesky (albeit NPC) character, and just wait until they are in a bad spot and then get rid of them. No need to start an open intra-party combat if you can finish things before anyone can interrupt you.

And after that, consider leaving the group -if all else fails and it doesn't feel fun anymore- OR roll a g&@ d@&ned necromancer (or any other character. Have you considered demoniacs or diabolists?). (remember to channel negative to control undead at the first possible fight, and "accidentally" steal the companion from the ranger. Then ride it off a cliff. //just joking).

Seriously - I like to play my characters as I feel they need to be played, BUT, I also like to have fun, and therefore, I myself wouldn't mind letting it the horse live and let it be, unless the PC for some reason really rubs the fact in your face. PC's, even clerics, are still adventurers, and usually have bigger concerns than the color of their companions shirt or their alignment. It doesn't mean that you need to greet them with smile - go ahead and try to talk some sense into them. Just remember that you all have bigger concerns as well. Also... How often do you really need to count gold for feeding a horse? Or how many times in your games have you ridden a horse to exhaustion..? Just curious.

From an IC point of view - Yes, Pharasma would want you to get rid of the horse. Then again, Pharasma would most likely want you to continue on your epic quest to kill a lot worse evils as well. And you can't do that alone. So you need the group. So ignore the lesser evil for the greater good, for now. Even if she does directly say that followers "view putting the undead to rest as a holy duty.", it's still just an archetype, and not all followers are as fanatical as others.

And lastly, if you seek a "mechanical" or "rules view-point" redemption from what appears to be a s***storm brewing, consider discussing with your DM about the http://www.d20pfsrd.com/classes/core-classes/cleric/archetypes/paizo---cler ic-archetypes/separatist archetype and converting to it. Perhaps the undead are not so bad after all..?

In any case, I wish you luck.

Dark Archive *** Venture-Agent, Finland—Turku aka Tomppa

Try searching the PFS rule section here in the forums. If I recall, there was an (in)official (or something) post from a designer, that you can start the game with a simple human skeleton, and anything you kill is viable for getting turned into a corpse companion, the DM just needs to check it.

That, or then it was "just bestiary 1".

I'm sorry, I'd like to be more helpful, but I don't have time to search and don't remember for sure.

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Two particular situations to which I'd want to find 'official' answers or some sort of consensus.

It has been agreed to elsewhere that Undead Lord is a valid cleric archetype, and that the corpse companion is perfectly legal - you may start play with a vanilla skeleton, and may make a companion out of a corpse you 'acquire' during an adventure - such a companion should be recorded down.

Now. What happens when one of your party falls during a quest, and you want to make a corpse companion out of their lifeless body?
Assuming that they agree, I don't think there will be a problem. What if they disagree, though? For example, they want to get raised after the quest? (My guess is that in that case, you shouldn't do it. But what if they don't have the resources/ we know raise dead is impossible to get - after all, they are now just a corpse - can you then make them into an undead minion?).

What about if you cast create undead on them, returning them back to life in an undead form? Yes, I know, all spells cease funtioning after the module ends, but since a pc casted raise dead is as valid as a npc raise dead, and that doesn't "end" either, should the player be allowed to continue playing the said undead character? (Keep in mind that skeletal champions continue to gain experience and level up, and keep all their class levels with them)

I'd figure that a DM would rule that since "all undead are evil" you'd need to retire - but I'm not sure about that.

What do you think? Also, can one use corpse companion to create a skeletal champion out of a friend? Since these things are intelligent, should the creator, or the original player, play and control that character?

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