I'm sorry, but I have to step down as VC for Orange County and the Inland Empire in Southern California. It's been a lot of fun playing and working with everyone and meeting a lot of great people. However, circumstances unrelated to PFS have finally become significant enough that I'm no longer able to lead or even participate in PFS. Thanks to everyone who has made this a great experience!
Steven Lee wrote:
Hey, that's very nice of you, Steven!
Please welcome our fresh new Venture-Lieutenants for the IE, Justin Samuels and Steven Lee! Justin is based out of Temecula. He will be coordinating PFS at SoCal Comics and Games in Temecula, and has already been a big contributor to PFS in the area. Steven is in Riverside, where he'll be coordinating at GMI Games starting near the end of the summer. Both are great guys and have a lot of enthusiasm for supporting and expanding PFS in the IE.
Archaeik wrote:
Sorry, I didn't mean to equate it to vision, only to compare it to vision. It's just a judgement call on whether you'd see invisible creatures with it. For flavor, I like the necromancy of being able to sense health or closeness to death, even of creatures you can't otherwise see. Since the player can't actually target the "death sensed" creature directly, she'd basically only be able to affect it with AOE. So while it's a little cheesy to allow it, it seems like good flavor with little abuse potential.
Dorothy Lindman wrote: Telling people to buy PDFs online while we're sitting in the local game store is rude at best, and in the long term, it's potentially self-destructive. In the past, we've lost slots at stores because the store had to devote the table space to games that bring in money. I suspect other areas have similar anecdotes, but I don't know if anyone has actually tried to quantify the trend. Have you spoken to these stores about what they sell and where their profits come from? Do you have any data to support your claim that this solution is self-destructive? I assume not, as you probably would have included it in your message. So, based on your assumption about how everything works, you're calling a person rude and destructive when they're offering several practical solutions for some people who want to use many books but do not want to carry them around. Further, you are taking one issue which matters to you and using it to paint a picture of a company that cares nothing for the stores that sell its products. Do you take into consideration any of the other work that is done on behalf of and in support of stores when you decide what Paizo or Mike actually care about and focus on? Here's a problem: you are making assumptions, not relying on facts to make your arguments, and ignoring the behavior of the target of your criticism which runs counter to your argument. Here's a solution: talk to store owners and managers and obtain data; pay attention to the larger picture of the workings of an RPG publisher and its community; refrain from making unsupported arguments; if you are going to make a complaint, offer a practical solution.
John Compton wrote:
If 3-7 increases proportionally, 5-9 remains the same proportionally, and 7+ increases proportionally, and there are not going to be more total scenarios (this wasn't stated here, I know), then does this mean that there will be fewer 1-5 scenarios, proportionally?
Ring_of_Gyges wrote:
Aw, buddy. I am so sorry to be the one to break it to you. Open your mind, sheeple!
Wraith235 wrote:
A) That's up to you. You would only be limited by the amount of gold and prestige points you have available to pay for the retraining. B) No. If you look just below the text you quoted, you will see the list of class synergies. Ninja is not listed there. Neither is Samurai.C) Class. The Ninja is a class, not an archetype. It seems, though, that you know this, but are rather looking for an exception to be made for the ninja (and perhaps the samurai). If that's the case, it would probably be better to state that explicitly in your initial post and the title of your thread.
It would work on a crit or kill of a living enemy, regardless of the means of the attack. It would even work if were a Qinggong Monk 10/Wizard 5 and zapped someone to death with a Lightning Bolt spell. Edit: Or even if you were a plain old Monk 1/Wizard 5 and had the Ki Leech spell in effect when you killed the target with the Lightning Bolt.
I think that another way of looking at this might be to think about the Underfoot Assault ability's cost vs. its benefits. First, you've got to take this particular archetype of this particular class. Class abilities are generally at least as valuable, if not more valuable, than feats, so it's a hefty price to pay just to be able to do it. Next, you've got to get your opponent to attack you, and he has to miss. And finally, you have to give up both a panache and an immediate action in order to execute the ability. After your character has spent all of that and lived through whatever attacks didn't miss him, then he gets to hop into the opponent's square and stand there with him, gaining all of the listed benefits. I understand that, from a purely physical viewpoint, tumbling into the enemy's square might seem like it's a reasonable thing to be able to do if you've got the skill points spent for it. But that's a cheap price compared to what the Mouser pays for both halves of this ability - the hopping in and the running around. If we only look at two of the costs, the panache and the missed melee attack, you're skipping both of those by tumbling into the square and then Mousing about in there. Do you even want to have something for almost no cost? Wouldn't that make the game less of a challenge and less interesting?
CRB wrote: Ending Your Movement: You can't end your movement in the same square as another creature unless it is helpless. I already referred to this limitation, but I have quoted it for you now. You may not end your movement in an enemy's space by using Acrobatics to enter it. Acrobatics does not have to tell you this because the Moving Through a Square section of the Combat chapter of the CRB already tells you this. Being a Mouser does not allow you to exist in this square. Using the Mouser's Underfoot Assault ability allows you to exist in this square. Nowhere else in any rule that you have described is there any mention of the ability to remain within the enemy's square at the end of your turn. You have not stated that you will be three size categories smaller. You have not stated that you will be Tiny-sized. You have merely stated that, because you are a Mouser, you can exist there.
Joesi wrote: Paizo should add the clause that it only heals damage worn while wearing it. It has to be an oversight that it wasn't included. It is not an oversight. CRB wrote: Many magic items need to be donned by a character who wants to employ them or benefit from their abilities. It's possible for a creature with a humanoid-shaped body to wear as many as 15 magic items at the same time. However, each of those items must be worn on (or over) a particular part of the body, known as a “slot.” So basically any magic item that has a slot has to be worn in order for it to be activated.
No, the Mouser cannot use Acrobatics to enter the foe's space and stay there unless the foe is three size categories larger. Unless you are using the Underfoot Assault ability, you are subject to standard movement and positioning rules, which state that a character cannot end his turn in another character's space.
If you look near the top of the Common Terms section of the Getting Started chapter, you will see that the definition of an "action" is basically a measurable segmentation of a round. They are not measured by time, but rather by how many (of each type) may be performed within one round. Standard Actions are defined in the Combat section. Once you understand those concepts, it's time to move on to Magic. The Magic chapter explains Casting Time and Duration, which are two aspects of spells which you seem to be getting confused about. In essence, you cast the Vanish spell in one standard action of one round, and it takes effect during that same round. That consumes the first round of the spell's duration. Other spells have different casting times and different units of measure for their duration. That's all explained in the Magic section, as well.
Stompy Rex wrote:
I'm just hoping that they give the rogue proficiency in the ballista.
The hold on additional cards times out eventually, but I don't know how long that takes. If your event isn't this weekend, you could follow the contact us link and e-mail them asking for more cards. Alternatively, I could mail you the cards I just generated and downloaded. I don't think they're necessarily tied to any particular event, as I've handed them out freely at cons and other peoples' events. Edit: I'll be up pretty early today (Saturday) and only home a couple of times until the evening. If you need these for today, e-mailing me before 7am PDT would be best. pfsocron at gmail.com
Could you clarify your answer to the first question, James? If the ACG is explicitly granting a spell that was previously restricted to a race, why would the previous restriction still apply to the new class? ARG says "Oreads have access to the following spells" and Stone Shield is on the list. ACG says "Shamans gain access to the following spells" and Stone Shield is on the list. In fact, the Additional Resources page says "Oread: all ... spells are legal to play." AR doesn't specifically restrict Oread spell to Oreads, the ARG does. ACG grants access to specific classes (e.g. Bloodrager and Shaman get Stone Shield). Does this make sense, or am I missing the point?
Ok, sorry. I did not see that they were limited to spells from their spirit! So that makes it more like a cleric's domain spells, with the added flexibility of being able to use Wandering Spirit to add a different spirit's spells to her list and then cast one of those instead of the ones from her permanent spirit. Without Wandering Spirit, I think this would function exactly like a cleric's domain spell, since each spirit grants only one spell per level.
I am not sure where the idea of Spirit Magic spells requiring a full round to cast comes from. These are not prepared spells. These are slots which can be used to cast any spell known to the shaman. The similarity to clerics is that they are like domain spells in that you get one per spell level. There are no other similarities to cleric spells (other than them being divine spells). Maybe an illustration of a shaman in action would help. Shaman gets up in the morning and prepares 3 level 1 spells and 2 level 2 spells. She doesn't memorize Ghostbane Dirge. Later that day, the party is surprised that there's a ghost in the inn. She uses her Spirit Magic to cast Ghostbane Dirge on the ghost, and the party is able to get a few solid hits on it before it's a total wipe. Sorry, I couldn't resist the opportunity for a sad ending.
You seem to be quoting an incorrect or out-dated source. The current PDF (mine is dated 8/13) and the PRD for Brutal Pugilist do not have that wording. APG wrote: Improved Savage Grapple (Ex): At 5th level, the brutal pugilist takes no penalties to Dexterity, attack rolls, and combat maneuver checks when she has the grappled condition. She also is treated as one size larger than her actual size when determining whether she can be grappled using the grab ability or swallowed by another creature. This ability replaces improved uncanny dodge. (Feral was on the right path in his guess about the intent of the rule.)
JonathonWilder wrote: What I would like to see is Paizo coming out with a revision of Leadership that could be used in PFS, it is a feat with great roleplaying potential. The relationship you're hoping for doesn't exist. Pathfinder is the dog, Pathfinder Society is the tail. Tails don't wag dogs. Pathfinder rules are not modified to suit the needs of PFS. PFS applies filters to Pathfinder rules in order to ensure the overall success of organized play. Pathfinder players can affect Pathfinder rules via posts and FAQ requests as well as meeting and getting to know Paizo people at cons. In this case, if you've got some idea for how Leadership could be modified to make it a less powerful yet still appealing feat, you should start a new thread and post your ideas. If people are excited in the idea, they'll reply and the thread might hash out a viable alternative that eventually ends up in the Pathfinder rules via some publication. And then, if it's suitable for organized play, it might be allowed in PFS. Now would be a good time to end these additions to this old blog's comments and make a new thread for whatever you want to talk about. Very few people will actually see what you're writing here.
MeanMutton wrote:
From what I am reading in Ultimate Magic, it looks like Mass Suggestion would not be available, but that a sound striker would get Suggestion at level 18. Ultimate Magic pp. 14 wrote: If an archetype replaces a class ability that is part of a series of improvements or additions to a base ability (such as a fighter's weapon training or a ranger's favored enemy), the next time the character would gain that ability, it counts as the lower-level ability that was replaced by the archetype. In effect, all abilities in that series are delayed until the next time the class improves that ability. For example, if an archetype replaces a rogue's +2d6 sneak attack bonus at 3rd level, when she reaches 5th level and gains a sneak attack bonus, her sneak attack doesn't jump from +1d6 to +3d6—it improves to +2d6, just as if she had finally gained the increase at 3rd level. This adjustment continues for every level at which her sneak attack would improve, until at 19th level she has +9d6 instead of the +10d6 of a standard rogue.
This has put my mysterious avenger (with Whip Mastery and Improved Whip Mastery) in the strange circumstance of attempting to disarm with a whip in melee range, provoking an AOO (due to lack of Improved Disarm), parrying the AOO with his whip, and then disarming with the riposte. We didn't really know what to make of what we all saw happen.
There is only one saving throw required to resist the effects of the spell. Standing in the cloud for multiple rounds (or having it envelope you on subsequent rounds) does not force additional saves. The only extra saving throws would be any required for additional effects of the disease contracted after the initial failed save. The major power of this spell is that failing a save causes the disease to be "contracted immediately as an immediate effect", as opposed to the normal onset period of diseases, which are measured in days. Laying a heavy boom on a target like that is quite strong, and forcing subsequent saves, while perhaps logical, would increase the "power level" of this spell.
The links to the diseases section in the description of the spell Plague Storm is missing the /prd/ text, so it is invalid (leads to the main Pathfinder page). This is the link text: http://paizo.com/pathfinderRPG/glossary.html#diseases It should be changed to: http://paizo.com/pathfinderRPG/prd/glossary.html#diseases
The answer is in this rule from the CRB: CRB wrote: A magic weapon is enhanced to strike more truly and deliver more damage. Magic weapons have enhancement bonuses ranging from +1 to +5. They apply these bonuses to both attack and damage rolls when used in combat. If you are casting Magic Missile from your weapon, you are not performing an attack with the weapon, but are using it to cast a spell (which is itself attacking a target). In your example, Bane modifies the Enhancement Bonus of the weapon, not any spells cast by the weapon.
The reason that Hydraulic Torrent mentions it specifically is because it is providing an exception to the rule that states that you cannot bull rush a creature more than one size category larger than you. This restriction is not mentioned in Hydraulic Push because it is implicit in the fact that it allows you to perform a Bull Rush maneuver, which has its own rules and are not superseded by anything in Hydraulic Push other than the range and what is used to determine the CMB. Both of these will work for a medium-sized creature to force a large creature to make the Fly check if the Bull rush succeeds. The halflings will have to content themselves with trying to knock flying orcs out of the sky until they are high enough level to cast Hydraulic Torrent.
Aydin D'Ampfer wrote:
You seem to missing your own point. Your original post quoted the Grappled condition and you bolded the part that states that the grappled condition prevents you from making attacks of opportunity. What do you think "threaten" means in Pathfinder? It means that you are "threatening" to take an attack of opportunity. So you threaten exactly 0 squares if you are grappled unless you are able to come up with some exception, such as the 9th level version of the Practices Strangler ability.
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