by my understanding (strictly RAW) the rules on familiars state the following:
- has to be a size "tiny" and of the creature family "animal"
- familiar abilities have to be spent on abilities normally inherent to the creature, but it is possible to take a creature as familiar without an official statblock that would define those abilities
- the rules regarding familiar statistics only cover: saves, AC, modifiers for Stealth, Acrobatic and Perception, hit points, size, senses and movements
This leaves me with the following questions and please if you answer with a interesting table variation or houserule clearly state so.
Are the rules regareding statistics of familiar exclusive or is the actual statblock relevant? Is there a rule somewhere that stats that tiny animals loose their listed abilities because they become familiars? (Vipers and Bloodseekers for example)
Currently under General Discussions there is thread discussing how groups houserule "Dimension Door" and if it allows to transport ones familiar with the caster. What is the RAW interpretation?
Have I missed the statblock for house cats? And do they have Low-Light Vision or Darkvision?
Do I need to interact with my familiar to grant it Familiar abilities or myself Master abilities?
Since the Wizards "Drain Bonded Item" doesn't state that the wizard needs to interact with the item, does the wizard need to interact with the familiar for the "Drain Familiar action"?
As a GM I hosted on a few weekends. Playing through the first and the second part of doomsday dawn (currently looking for an oportunity to finish the third). Read the rules but didn't create a character so far.
On the topic, creating a character and looking through the options available I noticed that bards, clerics, druids and wizards have three class feats less than other class, sorcerors also miss another two class feats. In comparison to the other classes. This irregeluraty surprised me.
One of those class feats is easily explained by the choices the classes get at first level be it muse, deity, order, school, or bloodline.
The missing sorceror feat could be explained by the level advanced and greater bloodline powers.
Class feats in their current state are an expression of playstyle choice. They improve aspects of gameplay or open options for different gameplay. As this is a irregular developement of those classes, it is easy to assume that this design choice. Since I luckily can't read minds I have to admit I don't know why this is the way it is. I just have to assume there is a reason.
So in the interest of creating character diversity and individuality what would actually be a counter argument to implementing additional options on the level 12 and 16 for all caster classes?
If the assumption is true that sorcerors choose their class feats for level 1, 6 and 10 at level 1 by choosing a bloodline. In other words class features replacing class feats, is the assumption correct that proficiency increases in spellcasting at level 12 and 16 replace the appropiate class feats?
If thats the case, how could that be interesting? Thats my biggest issue with this, since other classes aren't forced to take a general improvement at a certain level. For example lets say paladins loose their 10th level class feat and get "Divine Will" as class feature. This is only a rough guess of course.
I would like to use this topic to gather errata questions:
On page 13 it is stated that the key ability scores for Ranger are "Dexterity or Strength". On page 113 the class key ability is listed as "Dexterity".
On page 73 the might domains lists "Enduring Strength", the spell descriptions lists only "Enduring Might" on page 221.
As the title says a lot of talk centers around the need to invest in dedication feats of varying power to unlock progress in another race/class. Part of the problem is the loss of toys.
Well yes a fighter dedicating himself to be a wizard can read scrolls and use wands. But he can't scribe scrolls or has actual spell slots. When does he get those spells? Around level 5 I'd assume. Whereas in PF1 a character mixing barbarian and sorceror has no problems using all his tools at level 2. He might not be the most powerful possible build, but its a rewarding experience.
So with a lot of character concepts missing features they have to unlock with certain levels I wonder if higher level play could even things out a little. Builds using multiclassing and/or archetypes won't be as strong as other characters but still have access to the tools the player wants to have.
I wonder with a lot of mentioning high level abilities in the blog (the famous legendary medic for example), if the second edition aims for a higher level play experience? And if that could remedy that problem?
So with the wizard blog out of the hedges (see what I did there?), it strikes me that the comparison between clerics and wizards is on. While of course a healer might be important (so far he hasn't been). The cleric already gets a healthy amount of advantages that could point into a direction. Yes of course by tradition the wizard has the more flexible spell list, but the cleric could prove to be more efficient. With a powerful spell list on his own and no need to add it to a pesky book and more ways to customize the character up to 3 domains with up to 6 powers (probably not the wisest way to spend those feats, but hey its possible). In the long term if you truly want to have one certain spell that isnt on the cleric list, you probably find a deity you can ask nicely. Sarenrae already hands out those fireballs if thats your stick.
Also clerics get a boatload full of relevant harm/heal spells (always highest level). Whereas a wizard will add 1 spell of the highest level. Both always have cantrips available so thats not taking the cake for one side.
So several points: do you see a lack of customisation when it comes to wizard? Both classes have been starved in the past with meaningful longterm customisation. But the cleric truly seems ahead with additional domains.
Do you think that the wizard spell list, will pull the class "ahead" or even out the playfield, especially with the core spells only? And a lot of probable nerfs to magic in general.
By your guts, you have a fighter, a rogue and a paladin goblin in your party, would you rather take a cleric or a wizard, with the information given?
After reading all of the blogs now and reading some of the commentary I get the feeling that the whole marketing promotion targets the wrong focus group. The people on the forum, regularly visiting the side are already all big nerds (no hard feelings) and read those blogs with a sharp eye.
Several blogs vaguely mention concepts and so much so that often clarification is needed in the comments. To the point that clarification is given by the author. While, by subjective feeling of course, a big part of the comments beneath a blog are first moment reactions, another big part of the comments ponders the ramifications of the things stated. Often without a big enough base of data to truly make any of it.
"We will see when playtest releases." is often stated and is often needed.
Of course I'm aware of the "space" given, a blog can hardly cover a concept which may take up to several pages in the rulebook. Also I see the need for promotion. But by now I feel its hardly the point of it all.
For some example, I already catch myself thinking "How to homebrew this, so it actually works." without even knowing if such a step would be neccessary.
For example the latest blog stated that changing the grip on a weapon is by now an action which changes a lot. I'm not fooled into believe that the designers already have some solution for this and that situation that may arise from this. But the negative reaction "Now that may be true, so this won't work." isn't always covered by a dutiful designer in the comments and even if. Living in europe, working, when I get to make the time to read a blog the comment section already spans over several pages.
I'd like to suggest to make some time up, to well "FAQ" blog posts. A designer commenting on his blog, could easily copy and paste his answers beneath a blog post, after writing an answer. Sometimes this would cover half the comments. For example on domain spells, by what spellslot they are cast and so on. Which came up several times even after Mark Seifter stated they would use normal spell slots.
Of course those things are all work in progress at this point. Which also requires some things to be vague, which I get. For myself and from what I have read those who read those blogs have a pracitcal point of view thats more rule and fact based. The tone of "and this part of the rule might be awesome" hardly excites me and makes me more sceptical.
Please don't get me wrong I feel that the designers are excited to preview their work and that they invest a lot of time into formulating tidbits of information and additionally spent time to talk to the playerbase. And I'm aware that the whole WIP, "will be covered in another blog", promotion part makes it so that only some information is given. I don't ask for more information, but simply formatting the information already given in a way that avoids confusion.
TL;DR: I feel blogs are not exciting but confusing. I ask for a more clearer tone in the post and wonder if others feel the same?
There are different options to enhance the Technomancer when it comes to straight damage. One could take either Longarms or Sniper Rifles (takes two feats proficiency and specialisation). But these two feats could be applied to versatility as well, in the form Agile Casting. Then again its situational to cast while hoping from cover to cover.
There is also another option, one could take a one level dip into mechanic for the Exocortex, which provides the feats for longarms and a skill focus.
Dexterity, prequisite for all those feats, is an ability one would usually enhance because its very efficient, versatile and so on.
So which option is the most promising, what do you think? Especially when improved initiative hasn't lost its relevance.
When it comes to spell damage I'm not totally sold. Utility spells and buffs usually are superior in group play. Besides there is no clear path, when it comes to spells. There are of course several evocation spells which require a save (Overheat, Explosive Blast for example). But to be honest it isn't my style. I also don't expect gameplay to go long enough for spell penetration to become relevant.
Just to clarify: are personal upgrades (Page 212) treated as true permanent enhancement?
Is the following intended:
An personal upgrade, enhancing an ability above 16, results in this ability only receiving +1 when one applies "Ability Increase" from leveling (page 26)?
thanks for your time. I plan to roll a sorcerer for campaign, well the Shattered Star. Campaign spoilers will be in the next spoiler Tag. I was interested in the Tattoed Sorcerer Archetype of the Arcane Bloodline. So a DC heavy build, with focus on primary school and maybe a second one later. For that I want to go with Spell Perfection. But I don't have an idea which school of magic I should go and which spell for spell perfection.
Spoiler:
In this campaign there is the opportunity to get a body of Sorshen, the greatest enchantress to ever live, or still lives or whatever. I see it as a great opportunity to live up to the legend, but with the twist of just being a body double. That's why I would prefer enchantment.
For a choosen school there are several who would provide opportunities to apply the bonuses of the archetype and the bloodline. Conjuration, Necromancy, Illusion and so on. My personal favourite school would be enchantment. But I'm afraid to meet more and more mindless things. Taking a one level dip of sorcerer with Serpentine/Undead/Impossible bloodline, is sadly out of the question. Are there other ways to empower enchantment spells to overcome those immunities?
So the character would probably take a lot of enchantment spells, is there still a merit in taking a lot of them while focussing on another school with all the bonuses?
Well the last point is Spell Perfection. What are actually good spells for spell perfection? I know there are a lot of threads on this topic, mostly mentioning magusseses... . So another question what is a good sorcerer spell for spell perfection with the bonuses of a Tattoed Arcane Blooded (?) Sorcerer?
I have scrapped up a spell list since I'm hopelessly neurotic and do spreadsheets up to level. Just the spells I picked so far that could apply to those conditions.
Spoiler:
Spell List
Level 1
Charm Person
Magic Missile
Silent Image
Level 2
Hideous Laughter
Touch of Idiocy
Web
Flaming Sphere
Level 5
Dominate Person
Hold Monster
Cone of Cold
Magic Jar
Level 6
Geas
Suggestion, Mass
Chain Lightning
On last request, are there any must have spells? Besides those mentioned in the usual guides? I'm afraig I haven't enough experience to know which spells I will really cast very often.
Hello,
recently I had a little discussion with my players about a certain topic: Adventure Path versus Season, what shall we play? As a starter group, with some pnp experience, even Pathfinder experience.
I already found a thread discussing starter modules and such. But it doesn't seem to answer my questions.
We are looking for something that fits our group and have several ideas what this should include.
Pure Pathfinder would be prefered. 3.5 conversion to pathfinder, I'm not even sure what this would mean for an adventure path, but as a GM I would prefer a cleaner approach. Seasons 1-5 would need conversion as well, but it doesn't seem like a lot of work.
I'm not entirely sure which adventure paths would need to be converted, but the often recommended "Rise of the Runelords" is described as such.
Looking through the chronicle sheets of the same adventure path (availabe here). This adventure path seems to have "holes" in player progression, by which I mean there seems not enough chronicle sheets associated with the adventure path to straight level through it. 10 levels seem to be missing. While this is may be good thing, as those "holes" could be filled with a bit of diversity in form of other modules. It also seems a bit much. As the adventure path seems not to be rewarding enough. The same is with the module "The Dragons Demand", mentioned in the thread I linked. The module recommended for starters needs another module to be played alternatively to reward enough chronicle sheets to level through it all. Yes one could play a pregenerated character to make level jumps, but that can be hardly interesting and isn't immersive at all.
Scenarios on the other hand reward every 4 hours of gameplay with experience and offer a continous storyline. Which may not be a broad enough experience following the same plot contiously. Also while 4 hours sound like a reasonable amount of time, by my experience its a bit short: if you want player interaction, fleshed out NPCs, scenery and such. You can of course combine scenarios and handle time at your leisure. Add a little flavor to story gaps and such. But then I wonder if this is enough? Most criticism is about rushed content, with too many fights and less oppprtunities to roleplay.
So my questions in the end are:
Which adventure path is recommendable, for a starter group looking for a whole experience and preferable with less conversion issues (3.5 to Pathfinder Society)?
Which modules are recommendable as filler?
And how much do adventure paths and modules suffer from too less experience for the content given?
Where can I get a review of the the Pathfinder Society Seasons?
Hello, first a little introdution hoping this explains some questions I have. I’m kinda new to Pathfinder Society and would like to play as a GM. There might be two potential groups for me to play with. One of friends who have all a decent amount of experience when it comes to pen and paper and pathfinder, at least one player is also interested into acting as a GM. Those would be 3 guys. Also some of my coworkers asked me if I would like to host some sessions, they have some experience but are not really grounded in the hobby. Also I expect to play in the longterm on conventions, probably the introduction scenarios.
Let me start my questions with the remark that I will give your answers out to other players who might be interested in playing as a GM. Therefore I would really appreciate it if you could cite sources for your answers. I must confess some of my questions are meant to make sure I totally understood the rules, as english isn’t my mothertongue.
First off, for my coworkers who aren’t used to play pen and paper buying the Core Rulebook and registrating into the Society might be a bit intimidating, even if its only 10$. I’m well aware that there are several discussions out there about the Core Rulebook being „expected“. Since I can‘t and won’t check the possessions of my coworkers, is it safe to assume that there is no harm done if we play at first using my rulebooks? Does it even matter in a private setting?
How can I handle events with players who haven’t yet registered for a Pathfinder Society ID, assuming they use the official pregenerated characters provided by me? Can I give them a chronical sheet without an ID, for them to assign to their characters? Is there a time limit between the event and the actual use of the chronicle sheet?
With my potential group of friends other questions come to mind. First we are only four, the Guide states that one can play a pregenerated character in those situations to balance out the power level of the group. If I as GM play a official module, and I play the 4th character am I eligble to access rewards for this module as a player?
Will it be a problem in the longterm, not on a social level but from the Societies perspective, that I would host a series of events with only 3 players?
Since my friends are rather into pen and paper I would assume sooner or later, they buy some rulebooks on their own and apply those rules to their character. I’d probably look those up, if it is legal stuff and how those rules work but I wouldn’t check their posession as well. Which advice can I give them to handle this with other GMs they might encounter on Conventions and such?
Another thing I wanted to ask, the Pathfinder Society Guide states pn page 35 that players may use any item they find during an module / scenario. Since I don’t own any modules yet I wanted to ask if all of those items are printed on the chronical sheet or do I have to manually add those items taken and used? What about consumable items, wands and potions? Will they be available for the players to buy after the adventure even if the used them?