I do know that I have a concept character, a Bloat Mage that will require a retraining of his single level of Wizard into Sorcerer at level 3. Hmmm, the gold cost will be 150 gp, pity you can only use prestige for items.
Patrick Harris @ MU wrote:
I was going to suggest an XP cost instead of PP, but I realized that could lead to player wealth issues.Still a boon that reduced it would be awesome, especially if it could be gotten from an appropriately themed scenario.
Been reading this, and I've been thinking.
That said Con's already have their draw, they have unique rewards for showing up. Be they boons or playing with different players or running particular scenarios.
Now that said, I'm personally against a regional setup if it does something that people would view as forcing them to travel, that is like adding a travel tax on something you do for fun, some will keep with it, some will wait it out, some will leave for other pastures.
So a scenario 'ransom' setup is not what I view as ideal, let's look at other things.
Regional Boons would add flair to characters, and those who can travel or are diehard character conceptualists will want them. There should be new boons every so often to keep fresh interest. But we have a Boon trading thread on this board, so those on the site will be able to avoid traveling if they don't want to.
Regional Replays might be another option. This might allow people in certain regions replay an older scenario for credit, they should still be limited to a single replay, but if they are available, some will travel more to enjoy the privilege, much like how it works for GM's.
Not the best ideas I know, but limiting scenarios to a particular group, for some will just smack of elitism, favouritism and/or discrimination, those are all bad influences in a social game and can drive away new blood as well as old.
For those with out of place animal companions or familiars, there is an oft unlocked upon ability that has cause untold amusement for me.
Derailment aside though, an Ooze companion named Major Mucus is amusing. Much like my fascination with using an Awakened Goldfish Sorcerer as a villain in a dungeon.
Mathwei ap Niall wrote:
Quite true, the part that was banned I think was the use of it through the Torturous Transformation ability, which I was pretty sure that it would let you apply it perminently, still a nightmarish Doctor Moreau ability.
Some people take a Compsognathus or a Rat named Splinter, you lose very little with them. Still not my preferred method, simply a method. The idea was to build a familiar that could use a whip, these could be done without 'sacrificing' a valuable feat. But then I value feats over spells.
While I am not sure this would work, and pretty sure it isn't worth it, it looks like you could take a level as a beast bonded witch, give the familiar your feat, and then cross train out.
The problem here is that when you retrain out, you might lose access to the feat entirely. There is a DM I play with that ruled as such, a player tried to retain out (he was a wizard) and the DM ruled that for the feat to be on the familiar, and for the familiar to use it, the character was required to have the Transfer Feats ability. Thus he ended up keeping the witch level.
I forgot that you could also use Bestow Weapon Proficiency to give your familiar proficiency with a whip for a short time. And you can get a wand of it, of you want.
I mentioned Anthropomorphic Animal due to it's hours/level duration, other polymorphic spells could fit the bill, though the durations are shorter. Anyway, I figured I'd try and list what I can recall. Gonna list them at the level you first get it and ignore the upgraded versions of the spells.
So a lot of choice, I know those over level 6 probably won't get used by most, but there may be a few higher level characters that might want to cause some familiar shenanigans.
If you are going the Valet route, I really recommend picking up Escape Route, as it can save a lot of headaches and heartaches when it comes to avoiding movement AoO's. Yes it's another feat, but the added mobility offered to both Master and familiar are amazing, especially as it works off of adjacency, not reach.
Other than the homunculus there is also a possibility to take a regular animal familiar and use Share Spells to cast Anthropomorphic Animal on it. Toss your Ioun Stone in a Wayfinder and you're set, though you'd need at least a Flawed Opalescent White Pyramid, the Cracked only grants Weapon Familiarity, not proficiency. Which means you could probably get the setup done by 5th level, though the Familiar doesn't get the 'flyby' aid ability until 7th anyway. You lose all but land speed, so Escape Route is still an excellent option for mobility, or magic flight might do the trick as well. You are dropping a 3rd level spell to do this, but it lasts hours/level, and frees up a feat slot.
The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Yes, the familar would provoke Attacks of Opportunity if Tiny or smaller from the movement portion of the 'flyby' aid another action.
I've had a player with a bard use his snake familiar to do this, as well as avoid AoO from movement as the snake rode on his shoulders.
I've had an idea kicking around for a while, inspired by one of my players.
His was a straight Carnie Rogue.
Dwarf Carnivalist 7
He had Str 14, Dex 14, Con 18, Int 13, Wis 10, Cha 10 and lucked out with HP rolls, sitting at a solid 80 HP.
I'd simply call it Lamellar Plate, as it consists of both of those elements. Or come up with an elven name for Iron Forest Armour.
If I wanted to match the classic bushi helm iconography with a mechanic, I'd try and get the Steelskin trait,though the helm would probably shaped like a powerful beast or plant, like gryphon, dragon or treant.
I could try, due to moving, I only have access to the new one I was rather 'lazily' compiling. IE: it is currently unfinished as the group hasn't hit higher levels or tried making their own.
I will say, when I give them a potion, I give every potion a number, and they have to declare they are using said number, I have the only 'true' master list, and their free to make their own, like good adventurers.
Speaking of scrolls, I've used a similar system for them as well, but I dropped that with my new game and I lack my old primer for them, it only really came into effect when they were trying to figure out a found scroll of a spell they didn't know, or in the rogue's case, every scroll. It was fun, and as the rogue tended to horde any scrolls he found, it led to some fairly amusing incidents. Summoning a wild boar instead of healing the wizard, Bane instead of silence, Polymorphing into a cat instead of turning invisible, etc.
Well if you're going to be using an aasimar, you could take Emberkin (or any other arcane ability types, or be a Tiefling) and a single level of Wood Oracle with the Bend the Grain power. That gets you into Mystic Theurge at level 4, with both casting types, depending on the feats and traits you take you can walk away with full CL on both sorcerer and oracle spells with only a 1 and 2 level lag in spell access. That setup is also PFS legal to my knowledge.
If you're worried about the negatives of the 'curse', certain ones are awesome, Haunted and Blackened add additional spells for minor penalties, Legalistic is fine as long as you keep your word, as you're a Charisma caster, Wasting provides a means to 'bow out' of being the party face and the impact of Wrecker is minimal to a spellcaster unless you use wands.
I've always stuck with a descriptive, letting them try and figure out what an item is by use rather than give a flat out description of it. It makes identifying something that much more fun and intensive than a simple die roll.
Testing potions is fun, as I have an index of what a potion looks, tastes and smells like. Every potion of a given spell is similar to another, so It keeps things 'easy', though gambles and mistakes can happen, like when the potion of cure light and potion of barkskin are both green and taste of almonds, though one smells of chocolate and the other of loam.
A sword with a fire enchantment might be made of black iron, be stylized with flame motifs or be warm to the touch. Most magic items will have a trigger or command word, for a sword it might be embossed on the blade or be the battle cry of a famous user in the past.
I've shamelessly stolen ideas from books, movies, tv shows and cartoons, and even other games and systems.
Anyways, when in doubt, make it up, or ask a friend who's unconnected for help. My wife's given me more ideas for items for my last campaign than any other source.
The familiar is a more permanent aspect than a summoner's eidolon.
Personally though, I would want to allow it due to the amusement and inspiration the imagery of just how the familiar would be helping in the various craft skills brings me.
Sexism, racism, classism, beliefism, and all the host of other ways we discriminate one another, they are all forms of abuse that usually stem from either a lack of respect, or a 'wealth' of ignorance.
Well, for #1 I think it would work as written.
For #2-3 I think samerandomhero nailed it. Though I always wondered if a familiar got skill ranks as it's intelligence increases.
I had a player run a Carnivalist with a Valet familiar, the teammate feature was the defining element of that pair.
I've read over most of this thread thus far.
I'd only be comfortable with such a change to the way alignment works if we had a chance at redemption, a way to keep that story going a little further.
Now I still haven't had the chance to play an active part in the society yet, but I don't find the weapon cords themselves as being offensive, though I still haven't made a character who uses them, as I tend to carry spare weapons on all characters I play.
But again that was a home game, not PFS.
That said I've tried to do the math from multiple angles, the weapon cords themselves are a means to an end, a cheap one, taking it away does not solve the problem that most people have with Gunslingers and the glut of free actions they use. There are other ways people abuse the cords, but really a GM with a calm nerve and common sense should prevail against ignorance.
The long and short?
How about an Allosaurus? Reminds me of the old 3.5 setting, Eberron, and the Halflings there. Throw a cowboy hat on him, give the dinosaur some reins and have fun!
Though a Giant Snail would be interesting, especially if you mount a 'proper' sized crossbow/ballista on the shell, or carved a caravan into it.
Weren't there flail-snails at one point?
Oh and let's not forget that you can create water right?
Reading up on the Paladin Code, it's far more complex than I originally anticipated.
So you have to be lawful good, that's a given, but there are 'many flavours' of Lawful good.It merely depends on how extreme you are taking each alignment axis, nominally using the diagrams from the Ultimate Campaign book, there are 3 'grades' of Good and Lawful,
In addition to the alignment, paladins have additional restrictions to their behaviour. To help explain how I'm interpreting these, I'll need to grab a snippet from a Paladin Archtype, the Oathbound Paladin.
The Oathbound entry brings to light something that some may miss, but is how I've played and run Paladin's since 2nd Ed. The god you follow, who grants your powers, their servants, their creed, that is what sets the 'boundaries' of you code of conduct.
You respect those who Torag deems is a legitimate authority, you act with honour as set forth by Iomedae, you help those in need as Cayden Cailean sees fit and you punish in the name of Sarenrae. The gods may not see someone not in their order as truly legitimate, but I'm not going to bring this into a seminal discussion.
A Paladin does not fall, cannot fall, for breaking a law or committing a chaotic act, as those acts don't instantly change your alignment. You also don't fall from breaking the Paladin Code of Conduct, you can lie to someone to keep them safe, you can give someone a raw deal, and you can take a life when necessary. Paladins only fall when they commit an Evil act, if in breaking the Code or a law they also commit an Evil act, then yes they would fall. They can also lose their powers when they move their alignment out of Lawful Good, which only happens at the end of the scenario in PFS to my knowledge, and can be dealt with on a case by case basis, and truly will be difficult to enforce due to the nature of PFS.
I haven't had a chance to go through the Hellknight entries in any real depth, they seem to have a more flexible stance on morality than Paladins. But I'll leave studying that to tomorrow, as I'll have time then.
Slavery is not always Evil, and in a lot of cases it tends to be considered Lawful. But I'm not going to get into that argument tonight.
Human Divine Hunter, pure build
I had a few that worked better but included multiclassing, it's late and I work early. So I'll have to get back with them.
If you are an elf, there's the Brightness Seaker prestige class from the Elves of Golarion book.
Saint Caleth wrote:
Funny, I've had some one use a more crass version.Also played with a wizard who named his wizard 'Figby', his fireball was named 'Figby's Ferocious Flaming Finger', where his scorn and mystical crude gesture would ignite the air around the target, and yes a flaming copy of his 'gesture' would fly off to strike the opponent first . Much of the rest of his spell book was personal used to be the same.
First I create/steal/alter a concept, be it from a picture, movie, book, song, personal encounter or whatnot else.
Saint Caleth wrote:
Exactly as I was going to suggest.Reflavouring of spells is tricky, but shouldn't be an issue if the base framework of the spell is still in place. I've had and played with characters who would do this regularly, a wizard who used anvil shaped magic missiles, another wizard, who' sticking cloud spell was 'released' from his hooka, a bard who literally composed and sung his performance pieces on the spot, using the previous exploits of the party.
As long as it adds to the fun and immersion of the game, I'd be for it, and look forward to it.
Flavour with traits and descriptions is also a good thing, as long as they don't change the core of what you took. Be it using Sea-Souled and being from a lake city, Seasoned Climber when from a tall forest, Riverfolk and living on a island off Absalom.
Paper or paperless.
I will say I'd rather use a digital format for most games if given the chance, but I do enjoy shuffling paper as well.
A different thought on this.
After all, we are assumed to be honest gamers first correct?
The way I've been reading into the conversations thus far, there are people not comfortable on either side and no matter what stance is taken, someone's going to remain uncomfortable, the only question I'm really seeing is the argument over who it is.
Adam Mogyorodi wrote:
I did think that the Elven Spirit feat was an exception that allowed a half-elf to take something from the ARG. If I was mistaken, I suppose I'll have to fix one of my characters. :o
This is how I would interpret it as well, as the feat itself grants a specific, narrow selection of traits. This is unlike Racial Heritage, in that it doesn't open the door to everything involving Elves anytime, just a narrow set of choices at character generation.
Name Violation wrote:
As that caveat is only found in the ARG section, is that restriction only on content from the ARG?There are race specific options in the APG, but no caveat there.
So can Half Elves take Elven Accuracy or Light Step?
What about Half Elves taking the Elven Lightbringer trait or other racial traits through the use of the Elven Spirit feat?
According to the ruling, both Half race can take favoured class options, among other things, of Humans and Half Elves can snag Elf ones as well, in addition to their own racial choice, and they aren't restricted by the caveat in the ARG correct?
All I'm looking for really is either the caveat be added to the APG and Core Rulebook sections of the Additional Resources section for clarity's sake, or left out to allow access to those book's options. The caveat could also be altered or expanded to allow the ruling to work within PFS or the ruling be refuted for Society Play.
Really, I'd like to know which options are allowed by the Elven Spirit feat, or if you are stuck with Elven Magic, despite the option to change it being presented in the feats text, due to the ARG restriction.
Well, seeing as Scarred Witchdoctors are banned from PFS, a bit of a bad example on that regard.
Still, on to the issue at hand, Half Elves and Half Orcs now qualify for it as well, at least since the ruling on the 26th.
Pathfinder Design Team wrote:
Now how does this affect those races, as if I'm understanding this correctly, by RAW through just having the Core Rulebook and Advance Players Guide, Half Elf/Orc characters can select Human and Elf/Orc options, including favored class bonuses. The ban on racial choices is only noted on the Advanced Race Guide, so does this mean that you suddenly lose options when you buy the ARG?That does not make sense.
The Half Elf Elven Spirit feat needs to be addressed as well, as the feat gives you an Elven Racial trait and an option to exchange it for a different one, but according to the restrictions in the ARG where it is found, you can't do that.
How so? As per the Core Rulebook and Advanced Players Guide, a Half Elf/Orc is both a Human and an Elf/Orc and can take thier racial options. The ban on racial choices is only noted on the Advanced Race Guide, so which takes precedence? Most would either argue the Core book or which ever books you owned, but does this mean that you suddenly lose options when you buy the ARG?That does not make sense, I know PFS rules are a set of house rules decided on by the PFS organizers, but as far as I can see, as it currently stands, one could make a Half Elf with Lightbringer or a Half Orc Sorcerer with the Human favoured class bonus for extra spells.
I'm not trying to be 'that guy', but I'd like to push for a ruling on this, as it's a bit of a mess to try and figure out.
I am no longer allowed to build Muscle Wizards, be they powered by martial prowess, arcane might or cult of Personality.
I am no longer allowed to throw monkey wrenches in the GM's plot by killing a vital NPC and myself by falling down a set of stairs, off a ladder or balcony.
I am no longer allowed to suggest that we do things simple and straightforward, as the party will then devolve into Machiavellian scheming as something has to be up if I'm making reasonable suggestions.
I am no longer allowed to pull out an item of minor importance that the group picked up ages ago and use it to solve the complex puzzle the GM just laid out for us because he forgot we had it.
I am forever banned from having an actual chess game against the Half Ogre's player instead of simply role playing it.
I am no longer allowed to work with the GM and have the party find out I was the BBEG the whole time, and have me take over as the GM brings in the reoccurring villan to aid the party in the final battle.
I think it should really depend on the situation too, I've managed to play with a few that used thier own name while still convincingly seperating player and PC.
One gent, Caius played a roman styled gentleman soldier by the name Caius Quintus, and all of us referred to his character by his surname more than not.
And I found out my friend Ozzy's actual name was Duncan Foster, but only after we'd been playing for 2 months.
But I also realize that it can be both confusing and disruptive. Not everyone can pull it off, and those that can't, shouldn't.
I'm new to society, but I've got a few that are thought exercises.
Or what about a teacup wielding rogue/ninja, who disarms people and destroys them? (Humble Beginnings Trait or Catch Off Guard feat and sneak attack)
What about a character that took a different class every level?
I found something today that clarifies this issue.
Pathfinder Design Team wrote:
As this should allow what I asked about and more, as it stems from the APG, not ARG, I guess the issues closed?Well, atleast for options from the APG, though it does let Half Elf and Half Orc sorcerers possibly take the Human Favored Class Bonuses from the APG as well.
According to the description on the link of Heirloom Wep, you would only get +1 or +2 if you had an AoO or CBM respectively. I would not think that it would add wep proficiency.
You carry a non-masterwork simple or martial weapon that has been passed down from generation to generation in your family.
*Benefit: When you select this trait, choose one of the following benefits:
-proficiency with that specific weapon
Actually, you get a choice of proficiency or one of the other two.
I've had a few interesting names run in both my games, and the games I've played.
Sylvan, the Half Elf Storm Druid, noted for turning into random animals and role playing how he would tell us things as he never took Wild Speech.
Johnny Walker was our Human Cleric/Inquisitor of Cayden Cailean, whose departure left my Sorcerer sharing Healing duties with the Druid (Infernal Healing, a wand of False Life and wands/potions of various cure spells).
Nigel was a Half Ogre Fighter, who was noted for being a classy gent and for collecting titles. His Full name went like Colonel Sir Nigel Kalum-Saver Barrel-Slain Stair-Historian Dragon-Shaker Orc-Welder Chess-Master the Third, Lord of Fitzwizzle Tower and Proprieter of the Classy Gentlman's Club and Fine Dining Establishment, by the end of the campaign.
Kalum, also know as Prince Kharak of House Orm, second in line to the Imperial Succession. He was a Sorcerer/DragonDisciple i played, who masqueraded as a wandering bard. I managed to keep the other identity a secret for about 12 months(50 odd sessions) when plot determined that we head to the Capitol and Kalum secret was ousted at the city gates by his older brother. Fun times, he also somehow got reincarnated female for a time, the GM said he'd give credit for someone pulling off a sarcastic "We'll, excuse me Princess." routine as he was a Zelda fan.
Then finally the GM's brother had a particularly 'awe inspiring' character, both how he played him and how he named him. He had a laterally thinking Human Fighter specializing in Polearms. He had everything set but the name, and the GM refused to let him play with the name he usually plays using. In picking it, he asked me to hand him my bag of chips, staring at it a second, he snagged a few and wrote down Ondulées, proceeding to play him like an immortal québécois murderhobo, until he was 'redeemed' by a Dwarven Smith monk that made him his Adamantine Fullplate.
Other lesser characters include
Andrew Christian wrote:
Sounds like you can play whatever you want in PFS, because you really didn't play PFS before based on the GM modifying things drastically to their content.
That's both a load off my mind, and makes me feel quite bittersweet about the whole mess.
The GM there told us you only gained a chronicle sheet if you survived. But it could be that was the case, especially since he walked off with my newly bought Pathfinder library at the end of the night. The matter has since been settled rather permanently, but I never got my books back.
I'm new to society, so bear with me.
Couldn't you take Heirloom Weapon? To get your proficiency in Longbow? I think it's from the Adventurer's Armoury.
Going Human would get you the feats for Point Blank and Precise Shot. By level 3 you could snag Arcane Strike, level 5 nets you Weapon Focus and level 7 Rapid Shot to leads into Many Shot at level 9. Deadly Aim could be snagged at level 11 and your done with your archer feats.
Running an archer Eidolon would technically also net you more archery ability than rolling an equivalent martial one, as you'd have 2 archers on the field instead of one. It's archery abilities can match pace with your own, though it has fewer feats to work with.
I have a conundrum.
In my first, and only, day of playing scenarios, we ran through 3 of them in roughly 4 hours. All resulted in TPK's and, with further events afterwards, saw me and the rest of my pathfinder crew abandon Society play in my hometown, we stuck to home games after that.
Now, the problem is, the GM at the time didn't give out Chronicle sheets, and it's been a fair stretch of time as well. I even had to make a new paizo account, as I still have no idea what my first one was called, or which email address it was tied to.
I know that we aren't supposed to get credit for scenarios we've already played or read through, but I'm not sure which of the scenarios I've played.
Now I don't want to break any of the society's rule intentionally or not, do any of the more experienced players and/or GMs want to help me figure out which scenarios I've played?
Sent the party on a mission to a warehouse to collect an item. I know we got in and avoided combat, much to my barbarian's dismay and were fairly fresh when the final encounter hit. It was a 'rival' group of pathfinders looking to take our prize for themselves, they had cornered us in an alleyway and we were forced into fight when they refused to talk to us.
I remember there being a wizard, or at least a spell caster anyway, who one shot our Oracle with a critical hit from her quarter staff in the surprise round, followed by the halfling barbarian raging and felling our cleric in a single blow. The wizard was top of the first round and took out our bard with another critical hit, leaving me alone, and I was put low trying to get our objective away and come back with help.
Involved dealing with an undead outbreak in a fishing village. I remember one of the characters freaking out after falling off one of the boats, as they couldn't swim.
We got there and investigated, finally cornering the culprit, an evil cleric, who channeled once and wiped most the party due to the wounds from dealing with the undead under the cleric's control. I do remember that our contact in the village was the mayor, who wanted us to find his missing daughter and bring her, or her corpse back.
The third one pitted us against kobolds, we fell for far too many traps, the fact that we had 2 clerics didn't save us from an early wipe as they both went down to a pit trap, one triggering, the other getting knocked in. I went down to an arrow trap in that first encounter, I don't think we even succeeded on a single Perception check that entire game. The hook was something about finding a missing farmer, who had disappeared in a mountain pass while taking his livestock to market.
Anyways, thanks in advance.
Ok, I think I've followed this.
If so, no worries, as they are the only two books I currently own or still have in my possession since the fiasco that was to be my first try with Pathfinder Society play 2 years ago. I'll need a few months to repurchase the rest of the books I'll need, at least my new LGS doesn't add a +200% markup on everything.
I did search for this, thought my search-fu may be a little rusty. Found a single thread, on the general Pathfinder board, though nothing Society focused.
Half Elves have a feat called Elven Spirit. This feat gives them the Elven Racial Trait, Elven Magic, and an option to swap it for a different trait that replaces Elven Magic.
Now I'm wondering if we could swap it for Lightbringer.
Feat in cut.
Benefit: You possess the elven magic racial trait of the elves, granting you a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, you receive a +2 racial bonus on Spellcraft checks made to identify the properties of magic items. Alternatively, you can instead gain any one racial trait that elves can exchange for the elven magic racial trait.
Special: You can only take this feat at 1st level. If you take this feat, you cannot take the Human Spirit feat.
The traits which replace Elven Magic are: Desert Runner, Envoy, Eternal Grudge, Lightbringer, Silent Hunter, Spirit of the Waters and Woodcraft.
So can it happen, legally within Pathfinder Societies?
And yes, I ask as I wish to play a glowing half elf when I give Society Play another try, hopefully better than my first time.