Well most classes have some form of cheese factor. 1st level Human Witch for instance with both feats dedicated to Extra Hex (Evil Eye, Cackle) and they have as their standard 1st level hex (Slumber). Just top that off with say a Wand of Hex Vulnerability which can be obtained after one adventure for just 2PP. It isn't really a fault of the player if they gravitate to what works on an optimized level. They are simply using the tools they are given to the best effect. People have different levels of tolerance for cheese builds. What one abhors, another accepts. Humans always have this knee-jerk reaction to supposed cheese. Same with cleric.
I got the book on hand. I couldn't tell you why the Wood Shaman is not legal. Analysis of Wood Spirit to see why it may not be legal: Spells: Good. There is not one illegal spirit spell like Awaken or the like.
Hex of Lignification (Su): This might be a culprit. Someone probably assumed you would use this in tandem with the Cackle hex to give a Friendly target staggered and Hardness 5. Like the tank of the party now at 3rd level has Hardness 5 as long as the Shaman keeps cackling. Nature's Gifts (Su): Harmless as Shamans already got a spell identical to it. Spines and Brambles (Su): This could be a culprit but it just seems too silly to be that. As you can keep conjuring Light Undergrowth (forest terrain) for an unlimited number times per day. Yet with each usage, any previous undergrowth conjured with this "withers away". Verdant Path (Su): This is 100% balanced, no lies. Whispering Leaves (Su): Same with the previous hex. Spirit Animal: Balanced. Spirit Ability (Tree Limb, Su): Balanced. Greater Spirit Ability (Bloody Roots, Su): Culprit Found, maybe. A stationary plant version of Black Tentacles that only harms enemies. The shaman can walk by and not treat it as difficult terrain and the shaman's allies treat it as difficult terrain. One counter argument for it is that it only lasts 3+CHA MOD rounds per day. What does the average Shaman got for Charisma? 12 to 16 at best? 4 to 6 rounds at best for a threat like this unless you min-max your charisma score hard like 20+ just so it lasts 8+ rounds per day. To put this into perspective, A level 7 Wizard gets Black Tentacles that lasts 7 Rounds or more if they feats/traits/class features/items that extend the length of its duration. I'm not even joking here, CHA or INT is more likely to be a Tertiary stat for Shamans... unless a specific build would need a higher Charisma or INT like how INT is vital to a Lore Shaman. You don't even get this ability "ahead-of-schedule" compared to other spellcasters. You get it at 8th level, the same level a Sorcerer for instance would have gotten it. Full casters get Black Tentacles at 7th level. True Spirit Ability (Tree Form, Su): Balanced. Manifestation: It is very good and very strong like other Shaman manifestations... but in terms of Pathfinder Society, NO ONE and I do mean NO ONE, would reach it unless its a GM pet project/XP-Blob.
Shaman wrote:
Witch wrote:
I also mined the forums. So its not like this exact same question hasn't been asked before and marked as a FAQ candidate. EDIT: Similar questions about the Shaman's Evil Eye being mind-affecting or not haven't been answered by the FAQ.
GM Hills wrote:
Quote: You may notice that we did not say the unchained summoner would be available alongside its Advanced Player's Guide counterpart. Effective Immediately, the Advanced Player's Guide summoner is no longer available in the organized play campaign, and the unchained summoner is its legal replacement. Which means "oldschool" Summoner is effectively illegal unless grandfathered in. Quote: However, we recognize that someone who already has a summoner (and the book to play it) should not be punished for this change. Therefore, if you have a character with levels in the summoner class, and you have played the character at least once at level 2 or higher, you get to keep your summoner as is; you may also continue to gain levels in the summoner class. Meaning you are only exempt from the normal mandatory change if you have a Summoner with effectively 4 or more XP before the announcement went live. Quote: Any character gaining a level in summoner for the first time must use the unchained summoner, and anyone character still within the 1st-level window of free rebuilding must also use the unchained summoner. If you have three chronicles worth of experience but haven't played the Summoner to obtain a fourth chronicle sheet, you must as mandated remake your Summoner. As you are still technically within the "window of free rebuilding" as a 1st level would be. Also just to point this out
GM Hills wrote: Or, if you really wanted to, the GM could have let them play it, knowing that afterwards they would have to rebuild it to play it again. Which is some slippery slope logic there. As if that case could be made, then all 3rd party material for instance would follow suit.
LazarX wrote:
Not really that suspicious. I've done it, other players I know have done it. I'm not even referring to just Pathfinder here. Its not that uncommon for a new player to actually try to learn the game by themselves and make a new character in advance. No books? No problem. There are plenty of websites out there that have the information you require to build your character. Its entirely possible the person just spun the metaphorical "roulette" and decided "Hey summoner looks cool, I will try that." and then get told to convert their Summoner and Eidolon to the Unchained version. This is just second-hand knowledge but it sounds like they nerfed the Eidolon and the Summoner. Which can be an annoying prospect for a new player to swap to a nerfed-version.
Steven Schopmeyer wrote:
I was referring to non 2.1 leveled Summoners before the announcement went live. I apologize my post was not as clean and comprehensible.
Acedio wrote:
I'm gonna say no. In that no one had the Unchained book on hand as none may have been subscribers. Really awkward 3 days (27-29th). As its like expecting another person to bring People of the Sands just so one person could play a Living Monolith. As to me it honestly feels like the metaphorical "rug" had gotten "pulled from underneath us". Nobody in your playgroup decided to spring for a subscription for an RPG book this month at your local playgroup? Yet you are also being demanded by Paizo themselves to also make any changes on any non 2.1+ Summoner. Yet there is not even a PDF to remedy the situation as people do play on Mondays and Tuesdays. Which is also part of their effort to stamp-out any and all "grandfathering" in which within a months time a person would normally have gotten 3-4 Summoners to level 2.1 as you must have had a 2.1 Summoner before the announcement went live. Which can be just as paradoxical as the religious person who is ordered to obey the dogma within the book but the religious person does not have the book so they are in a way, disobeying, for they don't know what the dogma is to begin with and only a select few religious people got the book.
TOZ wrote:
I been silent on that subject for over six hours. First Worlder is just a "innocent in the crossfire" that got mashed into the others like Wild Caller (both Half-Elf and Plant varients) in addition to several others that altered the eidolon's baseform or type. All we have left now is: Evolutionist
Yet you need a chronicle sheet to play an Oread for a Binder. Which means we can either play an Unchained Summoner now, or we can wait till around an expected early June in case there is a feat/archetype/trait/etc that might be worth the wait.
The weird magical cats with a miss-chance. Old Summoner could get away with making such a magical cat as long as you had access to the Fetchling chronicle sheet as it opened up the evolutions that allowed for your eidolon to gain a miss-chance based on dim or darker lighting conditions However, I personally haven't seen the new summoner, and say I would doubt that eidolons have an evolution that grants them a miss-chance. Since the change from Normal to Unchained is mandatory for Summoners who are not grandfathered in, only Bisplacer-Deast-esque Eidolons for a grandfathered Fetchling Summoner would be allowed.
Pirate Myth Debunking Yes pirates did have codes or articles. If all you ever did was watch pirate movies, you’d think that being a pirate was easy: no rules other than to attack rich Spanish galleons, drink rum and swing around in the rigging. In reality, most pirate crews had a code which all members were required to acknowledge or sign. These rules included punishments for lying, stealing or fighting on board (fighting on shore was OK). Pirates took these articles very seriously and punishments could be severe. Spoiler:
ARTICLE 1: Every Man has a Vote in Affairs of the Moment; has equal title to the fresh Provisions, or Strong Liquors, at any Time seized, and use of them at Pleasure, unless a Scarcity make it necessary, for the good of all, to Vote a Retrenchment.
ARTICLE 2: Every man shall obey civil command; the captain shall have one full share and a half in all prizes. the Quartermaster, Carpenter, Boatswain, and Gunner shall have one share and quarter. ARTICLE 3: If any man shall offer to run away, or keep any secret from the Company, he shall be marroon'd with one bottle of powder, one bottle of Water, one small Arm, and shot. ARTICLE 4: If any Man shall steal any Thing in the Company, or game, to the value of a piece of Eight, he shall be Marroon'd or shot. ARTICLE 5: If at any Time we should meet with another Marrooner (that is, Pirate) that man shall sign his Articles without Consent of our Company, shall suffer such Punishment as the Captain and Company shall think fit. ARTICLE 6: That man that shall strike another, whilst these Articles are in force, shall receive Moses's Law (that is 40 Stripes lacking one) on the bare Back. ARTICLE 7: That Man that shall snap his Arms, or smoke Tobacco in the Hold, without cap to his Pipe, or carry a candle lighted without lantern, shall suffer the same Punishment as in the former Article. ARTICLE 8: That Man that shall not keep his Arms clean, fit for an Engagement, or neglect his Business, shall be cut off from his Share, and suffer such other Punishment as the Captain and Company shall think fit. ARTICLE 9: If any man shall lose a joint in time of Engagement, he shall have 400 Pieces of Eight: if a limb, 800. ARTICLE 10: If at any time you meet with a prudent Woman, that Man that offers to meddle with her, without her Consent, shall suffer Death. Pirates are not as bad as people make them out to be. Pirates are just sailors who said "F- IT!" it. The overwhelming majority of pirates were honest sailors who ditched their jobs because the conditions were awful. Only a small minority became a pirate because they actually enjoyed being an outlaw. Being a sailor during pirate times was one of the worst jobs ever, and if they lived under British rule, most of them didn't so much "sign up" as "get kidnapped by the Royal Navy." The typical reasons a pirate would raid another ship is:
^
Pirates were very lawful.
Chengar Qordath wrote:
What? No love for the 3.5 Monk? He could infinitely heal people with his punches when he took the prestige class Shadow Sun Ninja. It was so strong that it made the cleric who dedicated himself to healing look unoptimized in comparison. Also Cleric and Druid were the most unbalanced classes in D&D 3.5 as they were referred to as "easy mode class". |