Blake's Tiger wrote:
You're sorta right. It's a not a "oh he hast to sell stuff", it's "oh he gains no gold for one scenario."Rewards at tier 8-9 are around 5000-5500gp, tier 6-7 would be around 3200 or so (depending on adventure, obviously). It's highly unlikely that he'd need to sell his own equipment to get the gold.
Disclaimer: I'm a player in this game but not the one that had his clothes/jewelry destroyed.
I want to point out that the PC took 8 acid damage from the Ooze's Slam attack, and then the ooze grappled and constricted, dealing another 11 points of damage.
The most PC friendly ruling would be to rule that since it's "energy damage", the damage is halved for the objects, dealing 4 and 5 points of damage. This would still be enough to ruin the clothes, but the jewelry, with gold having pointed out to have hardness 5, would probably be fine, taking no damage in the attacks.
The Harshest ruling would be that the Constrict is sorta rider on the attack and it's just 1 save and the damage is combined. You could rule that the acid, since it's mentioned as dissolving organic materials and metal, is not halved for attacking objects. At 19 damage, the clothing is obviously ruined. The gold jewelry reduces damage by 5 with hardness, taking 14 damage, and considering how "thin" gold jewerly is, is ruined. This would leave the actual precious gems in the jewelry. They aren't metal, they aren't organic, they probably have higher hardness and possibly more hitpoints depending on what type of gems they are, but problem is that they aren't defined and we'd be in total GM fiat territory on what happens to them or how big part of the jewelry was actual jewels. Since they aren't defined, GM could just say that all the jewelry was gold/precious metals and is gone/the gems won't resist in either. There's also the question of whether or not they can be mended or made whole with magic.
A middleground somewhere would probably be adjucating that actual gems aren't destroyed, which would lower the cost of having the jewelry remade, but again, this isn't defined so GM fiat. In a homegame I'd probably rule somewhere in between, but I don't think there's a clear rule. For PFS, to be consistent I'd rule either the friendliest, or the harshest version, probably going with the friendly version in this case. After all, the character will still be sickned Unless they are very lucky and can somehow acquire a new set of noble's clothing in a middle of a dungeon :P
For a comparison, a regular occultist, let's say armed with a butchering axe, deals 3d6 dmg. Let's give him a +1 butchering axe (despite it not being legal) since we're using a 1500gp magic item ourselves. At this point, it's +4 ab, 3d6 +4 dmg vs +1 ab, 3d6 +1 dmg. We -can- use the transmutation resonant power, but since we can't have it up 24/7, I'll ignore it. The regular occultist can have it, so let's give him +2 str, despite both characters probably having a +2 str belt which the ability does not stack with. Regular occultist is now +2, 3d6+2
it's now +3, 3d6+4 weapon versus a +4, 3d6+4 weapon.
Difference is the second one bypasses all DR except alignment, and can be give +3 ab, +2d6+3 dmg with a swift action, while the first needs a standard action to activate the legacy weapon.
And, if you like the regular occultist, sure, go with that. The problem isn't the archetype specifically, nor the feats specifically, but the fact that they stack and that there are cheap magic items that have CL 17. It's the combination of things.
How so? It literally requires nothing but 3 feats and a 1500gp magic item. At that point it's more efficient to grab an axe and swing it by its head, hitting people with the club-like shaft than strike normally. The archetype took one of the most powerful occultist ability and decided that it should be a swift action instead of standard.
Can you show some math where a regular occultist is stronger in melee combat than this archetype which can get the equivalent of a nearly 100k weapon by at lvl 5?
So, from the Martial Arts Handbook:
With the 3 Shikigami Style feats, any improvised weapon can deal damage as if it was 3 sizes bigger (maximum 3d6) and give it an enhancement bonus of +1 per 4 caster levels the item has.
Extemporaneous Channeler (occultist):
At level 5, with 3 feats, and activating the Transformative Resonance, you can turn a single pearl of power (1000gp) or Merciful Metamagic rod (1500gp) into a +5 BANE [that thing I'm trying hit] weapon with base 3d6 damage.
That's a total of +7 ab, 5d6+7 dmg.
That's strictly better than a +5 Flaming Frost Butchering Axe (which would cost 98 000 gp to buy) (apart from the axe having x3 crit, but whatever at this point).
... Could we maybe do a trade? I'd be fine with banning this nonsense instead of the Warrior Poet >.>
Alternatively, this could be restricted by simply limiting the shikigami Manipulation with the price of the magic item used. Say, a maximum of +1 per every 3000gp the item costs, or something.
I do sorta enjoy the idea that this build could slap people around a bit with a +1 Bane Large Trout for 5d6 dmg >.>
John Compton wrote:
Gary Bush wrote:
... Because it wouldn't make any sense otherwise and/or would be very difficult to pull off? I can't imagine a situation where, after playing for scenario A, you tell everybody at the table that they suddenly succeeded at the secondary condition of a scenario X that nobody else of them played (but which you did play 6 months ago). How would you report that? They could also go over the normal maximum limit of 2PP/fame per 1xp earned. Alternatively, you'd also need to track down the GM and ask them to change the reporting to reflect the additional PP. A PC might have died, and could be that 1 prestige away from actually getting a raise dead - now they have 1 PP more, can they now raise themselves despite having been reported dead?
Trying to apply it to old scenarios raises so many questions that the text should be a lot more specific if that was intention. Trying to track down potentially 7 complete strangers being one of the biggest ones. (not to mention that text would need to specify if it means the players NOW at your table or players who WERE at your table back then)
Thanks for the clarifaction Tonya!
I was a bit worried since the boon actually says that
Thank you, I'll pass the info to our local GM's who are currently sweating over how to squeeze in the last couple of games (and a couple new ones who are thinking about starting GMing)!
A new RSP will be nice, but it still doesn't help with the fact that new players (and more importantly, New GM's which are vital for sustaining the local communities) have slim chances to fill the quota if they started GMing, for example, in the fall. If the goal is to encourage Frequent GMing, the time limit could have been worded so that it's a "year from the date this RSP was issued." Tying it to a specific end date runs a bit counter to the goal, I feel, if the goal is to encourage people to try out and start GMing.
In addition, if the skinwalker was extended, why wouldn't this be?
Don't know what Dwarven Forge collection includes, but Beyond the Halflight Path is both an evergreen and one big dungeon, and would probably benefit from 3d terrain a lot. It's a cave, though, so your basic dungeon walls may not be that helpful.
Veteran's Vault would probably benefit from 3d walls and hallways, and you could probably set it all up at once.
You are an expert researcher, but some of your greatest discoveries come from the first-hand accounts of your companions and not from musty tomes. At the beginning of a scenario, you may select a fellow party member. Up to once during that scenario, if that character tells you of his or her exploits in an earlier adventure that your character has not played, document the name of the scenario, the agent’s name, and that player’s Pathfinder Society number on a line below. For every three stories you collect in this way, you gain a permanent +1 bonus to one Knowledge skill of your choice; you may not choose the same Knowledge skill twice. If you successfully fill all 30 lines below, you gain a +1 inherent bonus to your Intelligence score.
When the first RSP race boon came, it was supposed to cycle out in january 2018 when the new RSP came active. The Skinwalker boon's time was extended, though.
The new RSP boon for Aasimar/tiefling says that only games through 1.2.2018-31.1.2019 are valid. I've filled my own boxes a good while ago, but our newer GMs have no hope of filling in the rest of the games to qualify for the race boons.
Please extend the time during which you can collect games towards the boon. I think it's fair that no new RSP GM boon sheets can be started for aasimar/tiefling after january, but I don't see any harm in allowing GMs to continue collecting games to the old boon even after the new "RSP season" starts, if they've started it within the allocated original time.
Obviously, a party with multiple daylights can get rid of the dark stalker easily. Likewise, simply acting tactically - rest of the party delaying until one PC uses the oil of daylight, then the rest beating the dark stalker up.
"Touch Spells in Combat: Many spells have a range of touch. To use these spells, you cast the spell and then touch the subject. In the same round that you cast the spell, you may also touch (or attempt to touch) as a free action. You may take your move before casting the spell, after touching the target, or between casting the spell and touching the target."
The dark stalker doesn't need to provoke. If the party isn't careful, one of them uses daylight - the next time it's the dark stalkers turn, it just uses the SLA, walks up to the target, and then touches it to dispel the daylight. Touching the opponent that (in our case) smeared the oil onto their forehead requires a touch attack, yeah.
But, this is still mainly a question on "how well the PC's are prepared". On the first run, they had no daylights. On the second time I ran it, one PC had one daylight. Fighting the dark stalker in darkness sucks.
As to RealAlchemy, yeah, GM does get access to everything. It feels pretty generous, but I guess it's there to ensure that GM doesn't pick the path/enemies based on what loot they want - and I like it that way. It's not like your character is going to be using all of the buy options anyway. (My gunslinger Did enjoy the chronicle, though >.>)
Not to mention that society restricts you to 1 active companion, 1 mount, and familiar only gives you alertness and the static bonus.
Sorcerer gains spells 1 level slower than, say, a wizard. You wouldn't be getting 2nd level spells before level 5, which will make your first 4 levels pretty rocky.
And the cockroach companion not scaling will mean it'll become, uh, obsolete pretty quickly.
Rumple Dergskin wrote:
You could have it turn into a dog-sized cockroach by taking the mauler archetype, although the medium size and strength bonus won't help it much in combat, since cockroach has a strentgh of 1 :D
Thanks for the speedy reply on the Ganzi case - and for getting the AR up to date, which is really awesome.
The boon seems OK, though I'd obviously hope that the choice of a second oddity would be permanent (giving you 2 permanent oddities instead of 1 and limited number of uses for an additional one), that could result in some very interesting choices/builds, but, I can see how it might be a bit too much.
Is there any chance of either letting us know what was it in the Warrior Poet that led to banning it, or better yet, a chance of maybe reviewing it's ban and seeing if it could be modified to work within PFS? (for example, if the Finesse Glaive & Naginata were problematic, then removing those options instead of the whole archetype)?
I know a lot of players were looking forward to a dex-based samurai archetype, and I think it was probably the single most anticipated thing in the whole set of books.
Rumple Dergskin wrote:
If you haven't played your character yet at 2nd level, Hold Up! You can freely rebuild your character still, so if you have access to Ultimate Wilderness (I highly recommend it!) and Familiar Folio (which I also recommend!) you can use the Bloodline Familiar option from the latter to pick a cockroach familiar from the former. You don't need to multiclass into a hunter or take any feats, the cockroach is treated as undead, and you get 3 additional HP for it. You'll lose the "Grave Touch" ability, though, but the Familiar is way more useful anyway.
Don't know about that. "Aeons cannot read the thoughts of any creature immune to mind-affecting effects." does sound a lot like mind reading, as does "Instead, aeons mentally scan beings for their thoughts and intentions, and then retaliate with flashes of psychic projections that emit a single concept in response to whatever the other being was thinking. "
Yes, it also says "An aeon’s envisaging functions as a non-verbal form of telepathy." but that's clearly just referencing their ability to retaliate with pictures. Otherwise they couldn't communicate with anything that thinks in words, not pictures, since they wouldn't understand what the other party was trying to say, eh? And if they did understand words/sentences the other party is thinking, then it's no longer non-verbal.
I feel you. The Warrior Poet was the Archetype I was most excited for.
I really hope it would become available through a boon at least, but most of the boon-only archetypes seem to be more... quirky or more clearly against PFS rules, I really don't understand why this was banned.
It hurts even more because there's no viable dexterity based samurai archetype yet, and while the armored, horse-riding warrior is closer to the historical truth, the dex-based warrior poet is closer to the idealized/anime/pop-culture version.
This was really disapointing.
On the other hand, I'm really surprised to see that Aeon Eidolon subtype is legal. A pet that can scan thoughts and intentions of anything that isn't immune to mind affecting effects? With no DC given for the ability or any way to resist it?
Cool to see the AR updates pushed up to date!
Problem is that a couple of them raised more questions that they answered.
The Ganzi boon says that "Ganzi characters... gain quibble as their ganzi oddity ability. By combining this boon with another boon that allows you to create a ganzi PC, you may replace that PC's Quibble or ganzi oddity ability with any other ganzi oddity options."
First question: The new AR says that "A ganzi may select any of the legal oddities in place of the quibble racial ability. A ganzi may also pay 2 Prestige Points between adventures to replace their oddity with another legal oddity."
Same question for Planar Adventures:
Does the AR update override the boon, allowing a single ganzi boon to be eligible for All the different Oddities, meaning that those who merged 2 ganzi boons wasted the other one?
In the event that these apply only to Ganzi created with 2 boons, does the "pay 2 PP to change it" also apply only to Ganzi created with 2 boons?
Further, the new AR update made weaponplay illegal.
What happens to the Double-Ganzi (2xboon) Weaponplay Spellslinger-wizard (from a boon) with Eldritch knight PRC (qualified with the weaponplay oddity, which is no longer legal)? is it "grandfathered" since the Weaponplay became illegal only now? Or is retraining the only option, meaning that three boons are wasted on a build that is no longer legal?
Not 100% clear since I don't have the actual book at hand, but I assume they are under the alternative racial traits, meaning that they would be legal. Nethys lists them in the sources under "alternative racial traits". And since there is no other mention of them in the AR update, they are likely included.
Not 100% certain, though.
I've now ran this three times (the Drow arc in high and low, and the evil seeks sacrifice in low tier). I have to say that I love the way this scenario gives the DM room to tailor it for the group - it gives so much flexibility and you can make it challenging for players who want a near-death experience, or funny&easy yet still exciting for newer/lower level players.
Some encounters, though, are clearly more dangerous than others. The dark stalker with it's deeper darkness at will can easily take on a whole team - it can dispel any daylights the party casts to keep the advantage of darkness. Nearly wiped out both of the low tier tables. I kinda want to see how 3 would fare against a high level party...
Okay, I may have exaggerated on the "don't see a reason to GM evergreens".
It's a bit of a combination - It's rare to have an all-newbie party, but if we did have one consisting mostly of new players, then sure, I'll run an evergreen for them because, for example, confirmation is a really good introduction to the core values of the society and teaches a lot about how scenarios may work. However, if you have 1, or 2 new players tops, and the rest are people who have already played confirmation and have level 5+ characters, I don't really see the point. I'd much rather run a new 1-5 that hasn't been played before in our lodge. Of course, this is partly because our lodge is still relatively new (about one year old) so we still have plenty of scenarios to run that have never been run before.
I do agree with you - I too do enjoy running a scenario I have prepared well, and I have a couple of favorites. Obviously, the ideal situation is to have prepared something new (to get credit for the adventure yourself as well), but I'd much rather run, say, Dead Man's Debt (my favorite scenario, I've ran it... Five times already?) if there's a mix of low level people, instead of running a 1-2 or pure level 1 scenario and force those couple of level 2-4 people to start a new character.
In any case - I really like Beyond the Halflight path - ran it twice so far - and I really enjoyed from the Tome of Righteous repose (though I haven't GM'd it yet nor have I read it - just played it... thrice?) - I hope there were 1-5, or even 1-4 or 1-3 level evergreens like those.
Main point: I don't see why evergreens should be limited to level 1, or why the scenario itself has to be tier 1 or 1-2. Include more seasoned characters too!
Considering the fact that you can charge your staves between adventures, I think it's reasonable to assume that you can fill the spell storing item during the downtime. At the very least, you could fill it at the end of the scenario, so yeah, it should always be filled at the beginning of a new scenario.
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.
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.