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Yusef 'Beni' Mihai's page

4 posts. Organized Play character for pathar.




Dear Customer Service Representative,

I placed my order the first day that I noticed I could start this subscription with the Pathfinder Society Guide since I already owned the rest of the line. That was on October 17th 2020. Since then, this book has yet to be shipped. My local game store has several copies on hand right now. I have emailed you twice regarding this order inquiring on the status of this product. I would like, at a minimum, the digital copy be made available immediately. It would be great if the physical copy would be shipped sooner rather than later and if there is an availability issue, allow me to simply purchase it from my local game store and still get the digital copy for free. I'd be happy to provide any proof of purchase that may be required to accommodate this.

The main reason this is so important to me is because I am the only one in the area trying to promote 2E. All of the local Venture Officers refuse to run 2E claiming that they don't know the system and/or want to complete all of the 1E scenarios first. This is fine. I don't want to force anyone to play a game they don't want to play. I also understand that this book is not required to run 2E Society games. But I'm sure between the faction descriptions and backgrounds as well as the faction items, this book will go a long way in helping me create interest in this entire system. Help me, help you.

Thanks

James

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I am glad to see that a count has now been generated for tracking table credits so GMs can officially earn glyphs. Unfortunately, it doesn't seem like it is counting everything. Is this a glitch or is the tracking of table credits limited to certain games and/or games ran after a certain date. I've run over 20 games now (I think 23 but will have to check) and currently the system is only showing 10. Please let me know if there is something I need to do to fix this or if there is a restriction on what qualifies as table credit.

Thanks


I was hoping to get an official ruling on this. I have discussed this with many people on Facebook and it seems we are all conflicted.

Light Step - You aren't bothered by tricky footing. When you Stride or Step, you can ignore difficult terrain.

Tumble Through - (single action) (Move) You Stride up to your speed. During this movement, you can try to move through the space of one enemy. Attempt an Acrobatics check against the enemy's Reflex DC as soon as you try to enter its space. You can Tumble Through using Climb, Fly, Swim, or another action instead of Stride in the appropriate environment.

If you have the Rogue feat Light Step, and you are on the ground performing a stride instead of another action during an attempt to Tumble Through, does it apply when performing a Tumble Through or other action who's subordinate action is a Stride or Step? Or is it like the Quickened condition that limits you to specific actions and not actions or activities with that action as a subordinate action?

Thank you in advance


In the description of the affliction Mummy Rot, it states that the damage from mummy rot can't be healed until the curse is removed.

Does this mean that after you fail the initial save from the mummy rot affliction, does succeeding the next save not remove the curse and disease (leaving you at stage 1) or are you then recovered from the affliction (going to stage 0). I know making the save will not heal any of the damage you recieved from being at stage 2 and that the damage caused by the affliction can not be healed while you still have Stage 1 or 2.


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My question on the Alchemist ability Quick Alchemy comes from the stream that was posted right after Gencon. In the CRB this action is listed as a single action but on the Alchemist character sheet from the Character Sheet Pack it is shown to be a free action.

Some of the inconsistencies between these two sources were highlighted in that stream where it was stated that the character sheets were correct and the errors were discovered after the CRB went to print. Unfortunately, the semi recently released errata to the CRB did not mention this as a correction. So I would like to know, which is correct? Is Quick Alchemy supposed to be a free action (like the character sheet shows) or a single action (as shown in the CRB)? This matters heavily due to a lot of the Alchemist's feats relying on the use of Quick Alchemy.

Thanks in advance


In the item description it states that it creates a screen of thick opaque smoke granting the concealed condition to and from those inside.

Opaque means non transparent which to me implies you can't see threw it.

My questions are...
1. Can you see someone through it if you're not adjacent to them?

2. Does concealment stop precision damage without a feat or other ability to negate the condition?

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I did some searching and could not find any post about this so far so if there is please point me in the right direction. I have ran and reported 13 games to include 4 quests and 9 scenarios. When I check my "Records" the games show up on my characters but there is no GM credit count that I can find. I would have assumed that it would be next to the 1E GM table credit count bu it is not. If it is somewhere else, please let me know. If it doesn't exist, please let me know when it will be updated to exist. My personal goal is to reach 30 table credits before GenCon 2020 so I can provide my tables I play at with 2 hero points (1 for each of the 2 lowest level players).

Thanks

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I was not able to locate the guide for the new season. One of my GM's at Gencon said that it was posted on the website but not available as a PDF but I am not able to locate it. Please help.


I've always seen the Paladin class as the Divine Enforcer if you will. The Knight who went out and enforced the laws and righted wrongs in the name of his God. The biggest downfall to this idea is the fact that a Paladin always had to be Lawful Good. So does that mean that only Lawful Good deities (or one step away) can have an Enforcer running around the world.

In the latest Errata they introduced the idea that a Paladin could be of other Alignments but they still restricted it to Lawful. I would like to see this taken one step further. Lets open the class up to all alignments and Deities. This way each Deity is on an "equal playing field" in the world.

Mechanically some things would have to change. I get that. My proposal to this is one of two options.

Option 1: Build upon what has been introduced in Errata 1.6. Give an ability tied to each and every Alignment. This can be done either by allowing the player to choose between the ability of the Law vs Chaos or the Good vs Evil side. This would reduce the number of possible powers to choose from to 5 (Law, Chaos, Good, Evil, and Neutral). Or you can create 9 different abilities that correspond to the strict alignment the character chooses. This would be more work for the developers and give the player less options even though 9 is more than 5. The ability to choose the option you want with the alignment or deity you want would be reduced I think.

Option 2: Create a Deity Specific power that is granted to all Paladins on that Deity. This power should be similar to the martial powers introduced in Errata 1.6 but be designed to follow one or more of the aspects of the Deity it belongs too. Of course this could also be done by listing Martial Powers for every Domain that way if a Cleric takes Paladin Dedication or a Paladin takes Cleric Dedication, their Deity and Domain are already selected and they gain both the Spell casting powers and martial power of that selection.

I would love to see what other people think about this idea. And if you do like one of these options (even though I guess there are technically 4 options there) please let me know which one. I'm hoping this post will help the developers progress in what appears to be a fluid concept with this class.


Both of these refer to a DC that is made up by the GM. Since both of these are key to how an encounter will play out, I feel the DC should be listed in the monsters stat block. This will make it more consistent and easier to run. Also, if you succeed at a Recall Knowledge check, how much information are you supposed to get. This was something that came up in several playtest games that I have been a part of so far.


I know this is probably just me but I feel that a Cleric of Torag should have access to the Protection spell since Torag is all about protection. Giving them access to the Alarm spell (which is already available to them) is a waste.

I haven't taken a look at all of the spells various deities grant but I would suspect that this is not the only example of something that doesn't align well.


The RAW on this states...

Once per day as an immediate action when the rogue is hit, the rogue can create a single shadow duplicate of herself, as per mirror image. The GM randomly determines whether the attack hit the rogue or the shadow duplicate. The shadow duplicate lasts for a number of rounds equal to the rogue’s level, or until the shadow duplicate is dispelled or destroyed. This ability does not stack with the mirror image spell. The caster level for this ability is equal to the rogue’s level. A rogue can use this ability one additional time per day for every 5 rogue levels she has.

To me this is a little confusing. At first I assumed that you get only one image from each use of this ability. It states that the rogue gains a single shadow duplicate as per mirror image. But then it continues to say the duration of the ability is rounds per level which is less than mirror image. It also then states the caster level of this ability is equal to the rogue's level. Since the only thing that is effected by the caster level for the spell mirror image is the number of images and duration of the spell, why is this mentioned if both of these items are already outlined above. The only thing I can think of it that you get more than one image. But then why does it say a single shadow duplicate. It's so confusing. Please help me understand. Thanks


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Sorry if this has been answered already but I was unable to find it here.

According to the Core rule book on page 564, "Ethereal creatures (such as ghosts from the Pathfinder RPG Bestiary) are invisible. Since ethereal creatures are not materially present, Perception checks, scent, Blind-Fight, and blindsight don't help locate them. Incorporeal creatures are often invisible. Scent, Blind-Fight, and blindsight don't help creatures find or attack invisible, incorporeal creatures, but Perception checks can help."

However, pages 144-145 of the Bestiary is the entry for a ghost which doesn't mention anything about it being ethereal or invisible. None of the other incorporeal creatures mention invisibility either. On page 312 of the Bestiary, it has a brief description of the subtype Incorporeal which also doesn't mention invisibility. It only mentions how to damage it. So I looked at page 301 of the Bestiary where it describes the ability Incorporeal and again there is no mention of it being, or having the ability to become, invisible.

So I guess my real question is, is the Core rule book wrong, or was there just an oversight when printing the Bestiary? If neither of these are the case, please help me understand what is going on with this. I am trying to become a better GM and understanding in-depth rulings like this will go a long way I think.

Thanks

Silver Crusade

I am trying to create my character in Herolab but I think it is bugging out. I can't seem to use the Monstrous Mount feat to select a Griffon that has all of its natural attacks. It ports in as only having a bite attack. According to the Griffon Stat block in the bestiary, it is supposed to have a bite, 2 claws/talons, and 2 Rakes. I do not see in the description of the Mount class feat or the Monstrous Mount feat anything saying that you lose any of the natural attacks. Is Herolab truly glitching out, or am I missing something.

Thanks