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claudekennilol's page

** Pathfinder Society GM. 4,154 posts. No reviews. 1 list. 1 wishlist. 17 Organized Play characters. 1 alias.


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Grand Lodge

With whatever money you have leftover just buy gems (and/or other tradegoods). You can sell them back for full value but don't technically have "gold" left over.

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A lot of stuff is already covered, but something I always have on my characters is Smelling Salts. They're super cheap, you can wake up an unconscious but stable guy, and if they do much of anything they go back unconscious so it's good for questioning people.

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I have a warpriest that just hit twelfth level and I'd like some feat advice for my new bonus feat. Some background for the character. I wield a scythe and if I have to move then I use Greater Weapon of the Chosen plus Improved Vital Strike to swing once and roll twice and take the better of the two rolls. I also play this character alongside my wife's character that wields Improved Crit Kukris and has Butterfly's Sting. So we abuse me having a x4 two handed weapon with high accuracy and her giving me free crits.

My feats so far (these are a mix of normal odd level feats, warpriest bonus combat feats, favored class bonus combat feats, human starting feat, and warpriest free weapon training--there has also been some retraining along the way so if some of them look like I didn't meet the prerequisite when it's listed, it's because it was later retrained when I met the prereq for it).

Wapriest bonus: Weapon Focus (Scythe)
Human) Weapon of the Chosen
1) Improved Weapon of the Chosen
3) Greater Weapon of the Chosen
3 BF) Power Attack
5) Combat Reflexes
6 BF) Vital Strike
6 BF) Improved Vital Strike
7) Potion Glutton
9) Additional Traits
9 BF) Furious Focus
11) Outflank

I get two bonus feats at level twelve (one from favored class bonus and another from just being a level 12 warpriest)
My two thoughts are
Improved Critical (assuming two rolls with GWotC, it turns a 9.75% crit chance into a 19% crit chance)
Pin Down (this one I'm not too sure about.. But definitely locks things into staying flanked unless they just outright move)

So of those two, can anyone think of anything that would be better?

Grand Lodge 2/5

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I use the Inventory tracking sheet as my actual inventory--I've already got a list of it in one place, why do that somewhere else?

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I'm prepping this for tomorrow and confused about what rumors to give the PCs. All of the rumors directly tie into a major threat, but it says I'm supposed to give them them a rumor about a major/minor threat they might face. Am I just supposed to make up the rumor?

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There is no download link for the chronicle sheets for Hell's Rebels. It's just plain text. Does anyone have these chronicle sheets? I'm talking about on the product page itself.

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Help, there's no download link for the chronicles for PFS

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If you follow THIS link, you'll see there's what supposed to look like hyperlink text that is instead just plain text with no link to the chronicles for PFS.

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Thanks, this is very helpful.

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My character's background is that they owned a teahouse but it got shut down. That's my reason for being at the rally at the start. Occultist seemed like a good tea-reader because their Object Reading ability. I decided on a silksworn because I normally play PFS and this will be outside of it so it's about the only chance I'd have to play one.

I don't really know anything about occultists so I don't know what their strengths are or what implements to start off with.

My ability score will be high int, above average charisma, and some dex from a 20 point buy. I was thinking Peri-blooded aasimar for +2 int/cha. (silksworn mental focus is based off int and cha instead of just int).

Any input or thoughts on details about how to build out an occultist would be appreciated.

Grand Lodge 2/5

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I've been out of the loop and too busy with real life (and SFS) to keep up on this. I signed up for a game tomorrow and decided to see if there was ever anything more said about it. Now it comes out that not only has the decision remained the same, but now the first deadline has moved up. All I've got left to say is that I'm greatly saddened by this decision and I'm really disappointed with the direction the campaign leadership has decided to go. The only bright side here is that there's officially a full rebuild.

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Misroi, I ran that part without the map. Grid map always means combat to players. Also, maybe you didn't play up that the kids thought it was their "pet" enough.

Grand Lodge

How does that make any sense considering grenades use strength for their attack roll?

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avr wrote:
Yes, supposedly you can't make a readied attack against an enemy outside your reach, even if it puts a bit of itself inside your reach by attacking you. Hence the feat.

"Supposedly"? Of course you can't hit something outside your reach... That's exactly what this thing does. If something colossal hits you from 20 feet away, then you can now ready to attack them. This lets you get close enough to hit them without provoking via movement--of course this doesn't help if they attack someone else, but it's not a bad option.

Grand Lodge 2/5

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Paul Jackson wrote:
The Masked Ferret wrote:

[

Please also include the ranges on the weapons on both NPCs and Starships. Right now, you have to look them all up in the core rule book.

I'd second this request. There is a LOT to internalize in the game (NOT a complaint, an observation) and I'm already doing enough page flipping :-).

While I'm asking for stuff, would it be possible to change the Starship block so the NPC stats INCLUDE the ship stats? One less thing for me to have to do in combat (and the GM already has to do a fair bit in starship combat)

Definitely. Ranges are necessary.

Likewise, I had a heckuva lot of trouble finding the stats for the gun in the desert vs the worm. I couldn't find it on the starship weapons charts at all. Afterwards, it occurred to me that perhaps it was just a regular level four gun. But my PCs crit the worm with it after they'd brought it down to half health so I just told them they killed it.

I mean, if you prep a starship page, then sure, you can already have it in a good place. But that was the only piece of information missing from the stat block that kept me from just running it without having the rulebook in hand.

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I just assumed the mercs were using guns they weren't proficient with and was intended to be a +0. It made sense to me that they'd just throw down their inferior guns and run up to the PCs with their big ol' hammers.

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What happens to a tracking weapon (in ship combat) if it's fired, then the target it's flying toward goes behind something like an asteroid or another ship?

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It basically just means that if someone is next to me with a reach weapon, instead of taking a guarded step and still being in a spot where they can hit me when I provoke from a spell/ranged weapon, I'm instead just going to take a move action (and probably tumble) and provoke from movement to get to a safe spot.

Grand Lodge

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The key difference here is that it says "threatened space", not something like "threatened square". Any individual only has one "space" that they threaten--that space will include multiple squares (excluding weird layouts/situations) but is still one space.

Grand Lodge 2/5

Sir Thugsalot wrote:
Quote:
Tolerance (Ex): At 2nd level, a scarred rager who fails a save against an effect that causes her to become nauseated, sickened, fatigued, or exhausted can make a second save to negate the effect on the start of her next turn. Only one additional save is allowed. If the effect does not allow a saving throw, its duration is halved instead (minimum of 1 round)....

— How long is a round? Six seconds, right? When did the round in question begin? At the end of the Scarred Rager's turn, when his final action was to drop out of rage. If the duration of his fatigue is "minimum of 1 round", when is that time up? At the end of his next turn.

(I suppose a player could claim that his winded character is patiently waiting out 0.3-second increments around initiative order through the next round in order to re-engage the split-instant his fatigued condition expires. I'd remind him that readying takes a standard-action, which means actually taking your turn. "If you'd like to delay until you're fresh-as-a-daisy, I'll let you start at the top of the third round.")

That's not how rounds work in pathfinder.

prd, combat wrote:
Effects that last a certain number of rounds end just before the same initiative count that they began on.

Grand Lodge 2/5

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Just a summary of the aspect of John's update that most pertinently applies to the majority of this conversation.
• Players may now select a boon from either what the house completed or what their individual table completed

Grand Lodge

Thanks for listening to our feedback. I'm very pleased with your updates.

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HWalsh wrote:
claudekennilol wrote:
I haven't done any math and this is just my assumption...but I assume it would make a difference in a game where you're only playing to level 11-14 until the campaign ends.
That's over 90% of all campaigns. It's reallllllllllllly rare a game goes above 15

That's basically my point. All this theory crafting is being done to show that "this is useless at 20", well, all that theory crafting is basically useless because the "level 20 play" is just theory crafting. Obviously that's exaggeration/hyperbole, but it proves my point.

Grand Lodge

I haven't done any math and this is just my assumption...but I assume it would make a difference in a game where you're only playing to level 11-14 until the campaign ends.

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Mustachioed wrote:
I believe that every action marked as a push requires a resolve point.

I definitely don't think that's true. Can you give a page reference for that?

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I very briefly glanced through the space combat section, and while I understand each individual role and the action they can take, and when they can take them, there's at least one thing that wasn't immediately obvious to me. I haven't been able to spend any more time looking through the rules as I've been very busy, but this has been rolling through my head so I was hoping someone could just chime in and address it.

Long premise for just this but..what's "Push" for an action? Some actions are labeled that but I didn't see what it actually means.

Grand Lodge 2/5

Magabeus wrote:
claudekennilol wrote:
The captain can act in each phase? Not just once per round?
No, the captain also gets one action per round. Not per phase.

That's what I thought but Michael's post seems to imply otherwise

Grand Lodge 2/5

The captain can act in each phase? Not just once per round?

Grand Lodge 2/5

I'm confused about The Vat Garden encounter. If the plants are causing total concealment, then no one above can see Exagara or the goons (or vice versa), right? So they get attacked immediately when the first one descencds into the vat? Is the point of stating that there's a 50% miss chance just because that's the rule, even though these PCs won't really have a way of pinpointing any location that the NPCs are in?

Grand Lodge 2/5

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GM Blake wrote:
A wizard-loving player was crushed when he saw the boons under the crossed off section for missions not attempted.

That's completely understandable and while it was gracious to put it out that way, I also feel like it's kind of insulting to those that had the chance to get it but didn't because of in-game choices with no way of knowing that a different choice would have led to this.

Grand Lodge

I've got a rogue in my playgroup that wants to take at least a level in bard for RP reasons--I've told him that he can thematically get the same thing if he just takes some ranks in Perform (Oratory/Sing), but
he's convinced that he needs this. The problem is that he's tanked his Charisma down to 8. Are there any archetypes that make bards int-based (or possibly wisdom-based)? Or any archetypes that give up spellcasting so he's not missing out on one of the biggest benefits that picking bard would do for him?

Grand Lodge 2/5

Farrindor wrote:
With some room for possible table variation, the Nature Mystery of Oracle if you take the 'Bonded Mount' revelation. (As in, I could see some people taking an overly narrow view and saying no, though I personally think the overall read would be yes).

If anyone argues with you, tell them to show you the definition of "class feature" to prove why it doesn't work.

Grand Lodge 2/5

There weren't enough starfinder slots. Being extremely unlucky with Gen Con's queuing system this year, I got none of the events I actually wanted. There was mention of getting more slots filled in, but I was never able to find any more that were posted. There were the odd tables here and there that had some availability pop up, but for those without downtown hotels, those games were basically non-options.

Nobody knew what was going on with the Stafinder quests the night of the PFS special. There were people lining in the hall for "the gms to get back from dinner" but they found out that there were no tables available, this is after being told by the volunteer HQ that they would still be running the quests.

Grand Lodge 2/5

Link2000 wrote:

What Changed: The Lore Warden gains "Swords Secret"

What's the problem: I know this may sound petty, but I invested a lot into the flavor of this character, and he uses a Scythe. Not a sword. It doesn't feel the same to have him use "Swords Secret" without the appropriate weapon. Simply changing the weapon won't due either as the scythe plays a significant role in his background, as does much of his other gear.
What I'd like to see: A complete rebuild, gear included, would at least give me the opportunity to keep my XP and Gold. I would also gladly accept grandfathering. Thank you for hearing us out.

You're missing the point. It's not that the weapon is the sword, it's the branch of the society that oversees martial training for initiates. See HERE.

Grand Lodge 2/5

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Here's the crux of it.

Lore wardens lost a feat. It's not just that "lore wardens are a finely oiled machine" that other people above have been saying. It's simply that characters are now losing a feat. Effectively, we've been told "push your feat progression back 1 or 2 levels". Now there's a choice involved. For my lore warden, it means that the feat I was looking forward to getting for my level 11 "capstone" no longer exists in my character's playable future. This character that I've been playing for ~2 years is simply dead. No amount of retraining will be able to turn him into what he already was (or was close to being).

When I make a character, I don't just come up with a backstory. I plan out every mechanical aspect to the max. At the big level, I know what classes I'm taking and how those abilities will work together. I know what feats I'm taking at what level. I know where each skill point is going. I know what purchases I'm making and how they affect my character's effectiveness.

This change to the Lore Warden isn't about whether or not the new one is more or less effective, it's about a house of cards I built and someone took a card out of the middle and said "oh, here's a different card, now put it back together." At that point I'm just going to pick up all the cards and put them back in the box and walk away.

Grand Lodge 2/5

Emageht wrote:
"Feeding on unwilling intelligent creatures is an evil act."copied from the original post.. With this logic swinging a weapon at an unwilling intelligent creature is evil. Throwing a spell at an unwilling intelligent creature is evil. It is amazing that characters in pfs are able to do anything at all. The end result of all three if these is a defeated out dead opponent. Does it really matter how I defeat them?

Except you're inserting your own logic into a place where there wasn't previously. It merely says "Feeding on unwilling intelligent creatures is an evil act." That's just how it is in the pathfinder universe. Nowhere is there any implication by extension or any other means that indicates what else you're attempting to stretch it into.

Nowhere does it say that "attacking" is evil. It says "consuming an intelligent creature" is evil. They are in no way similar and any attempt to simply state that "they must be equivalent" is simply wrong.

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What Changed: Clear Spindle Ioun Stone
What's the problem: I already had an Ioun Stone that fit for my character. I bought an Ebon Wayfinder (18000g) so I could also drop in a Clear Spindle Ioun Stone. I don't have a specific desire for a second different resonant power and could very much use that 18000g to shore up my defenses.
What I'd like to see: I would also like to be able to sell back Ebon Wayfinder.

Grand Lodge 2/5

I'd say the language is pretty clear that once the PRD is updated, you've got to use that version.

Grand Lodge

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Bob Bob Bob wrote:
claudekennilol wrote:
So for being able to craft stuff, I'd like to create an item that can conjure up a timeless a demiplane on demand so I can hop in, create something, then hop back out with minimal "real world" time loss. Do the crafting rules support making such an item?
No, because the spell can't make such an item. Timeless just means that time stops for stuff on the plane, outside time flows normally and any stopped effects "catch up" with the real world once you go back. The best you can get out of a demiplane is double time (time flows twice as fast as the outside world) or erratic time (and hope you don't get "1 round in demiplane equals one day outside").
Timeless wrote:
On planes with this trait, time still passes, but the effects of time are diminished. How the timeless trait affects certain activities or conditions such as hunger, thirst, aging, the effects of poison, and healing varies from plane to plane. The danger of a timeless plane is that once an individual leaves such a plane for one where time flows normally, conditions such as hunger and aging occur retroactively. If a plane is timeless with respect to magic, any spell cast with a noninstantaneous duration is permanent until dispelled.

Ah yes, that's what I meant. I saw the link at the end "see time" and thought those were all different properties for the "timeless" trait. I did definitely mean "erratic".

Grand Lodge 2/5

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I know I'm being melodramatic, but I'll just add in that I'm super not happy that my 9th level guy isn't allowed to be grandfathered in. The new archetype doesn't do it for me. I know it's similar, but it's different enough in exactly the wrong ways that it doesn't work for me anymore. I guess I'll just see what else I can rebuild it into at this point. He'll probably just sit on the shelf indefinitely.

Signed ~unhappy customer.

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Chris Lambertz wrote:
Campaign Clarifications has been updated!

I just logged in and saw this, I'm way more excited than I should be about this (and the AR)!

Grand Lodge 2/5

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Kevin Willis wrote:


Story Time:
** "The Misfortune Revelation says 'you can force a creature within 30 feet to reroll any one d20 roll that it has just made' but he didn't roll a d20, he swung a sword at you, so you can't use that power on him now. You could use it if you were gambling with him." **...

I wasn't asking the monster to reroll his sword, I was asking you, the GM, to reroll that d20. And I've got this handy tape measure because I was trying to see what all the fuss about this "war gaming" thing was. Ah, yes, I was correct, you are within 30 feet of me. So, please, won't you reroll that die now?

Grand Lodge

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Kevin Willis wrote:

I peg the cost of a command word activated, once-per-day item at 104,220.

You actually need two castings of a demiplane-creating spell. One to create it and one to give it the timeless trait. But you can get by with lesser create demiplane to make it and greaterfor timeless.

Oh, two. When I'd first read it I thought it came with a trait on its own and subsequent castings added additional traits. I'll have to add that to my considerations.

Philo Pharynx wrote:

What you need is a scroll with enough variations of create demiplane to get the traits you want, a scroll of permanency and an item of plane shift 1/day. This way you get a permanent demiplane with the effects you want. Overall it should be a little cheaper, and it gives you the nice effect of being able to leave stuff at home.

Ah, I hadn't considered an item of plane shift 1/day with just a permanent plane.

I'm not exactly worried about the GM saying no, it's definitely his prerogative, but he's a very lenient GM and this is also a mythic campaign so the standards kind of don't apply here.

Grand Lodge

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Kevin Willis wrote:

Flagged to movement to general forum.

But, sure. It's a "spell(s)-in-a-can" item. The cost is going to be quite exorbitant if you want it to be reusable. If you are willing to limit it to once per week or longer it will merely be very expensive.

Yeah, I meant for this to be in the rules forum. I just had too many tabs open and thought I was in a different one :/.

Nefreet wrote:
Kevin Willis wrote:
Flagged to movement to general forum.
I read the OP within a minute of its posting, and was going to write exactly what you wrote, but then I thought to myself "Claude's a regular poster, and he's active in the PFS Forum. I'm sure he'll see what he's done and delete his thread. I'd better not post anything so it can be deleted", and then I see three new comments, Lol.

I just fired off a quick thread before lunch, just wasn't paying close enough attention until I got back and noticed the thread wasn't in the rules forum :(.

Grand Lodge 2/5

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I've got two issues with HeroLab. The first is the cost. I've got ~76 physical books--plus pdfs. They do not have a pricing plan that lets me buy what I want in an affordable way. If I want "everything", they don't even have a price plan for that.

My second issue is that it makes pathfinder too accessible without teaching anything--said simply, if a player makes a character with HeroLab, there's nothing that teaches them the mechanics for their character. Now there are lots of other ways to get here (i.e. ways outside of HL), but at least if someone builds their character themselves the old-fashioned way, chances are they're going to know how their character works and what their character does.

The first issue is merely my perspective and is literally just a matter of how much money you're willing to throw it. The second issue is exacerbated by HL, but in no way HL's fault. It can be a good tool, but in my observations, it too easily facilitates lack of knowledge vs other options.

Grand Lodge

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So for being able to craft stuff, I'd like to create an item that can conjure up a timeless a demiplane on demand so I can hop in, create something, then hop back out with minimal "real world" time loss. Do the crafting rules support making such an item?

Grand Lodge

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Nowhere does it say that Sacred Weapon alters the weapon's base damage...

Grand Lodge

For what it's worth, on my warpriest I had a +4 adamantine scythe by the time I retired. Any special abilities I wanted on the weapon I put there with my sacred weapon ability. I would suggest you do the same with your scimitar--basically for the same reasons @Volkard Abendroth mentioned.

p.s. This guy played almost all of season 6 so the adamantine was necessary long before the +4 made it obsolete.

Grand Lodge

Grandlounge wrote:
Fighter takes it's turn with a keen fauchard. Crits. Familiar takes an AOO. The AOO causes the fighter to take an AOO. The fortuitous weapon provides a second AOO at -5. This AOO causes the familiar to take as attack of AOO.

That's not what those abilities say.The fortuitous weapon provides a second AoO for the fighter. It does not "cause the monster to provoke" a second time which is what is needed for Paired Opportunists to work. Fortuitous lets you hit an enemy twice with a single provocation--it does not cause the enemy to provoke twice.

Quote:
Improved crit, outflank, menacing amulet of mighty fist, paired opportunist, and a fortuitous weapon are the components of this build.

Can you explain how you're benefiting both from Outflank and Paired Opportunists? I know they're both good, but they very rarely work together.

Grand Lodge

As I already stated in what you quoted, I personally disagree with that. If you feel otherwise, then you can go with the already suggested alteration until it does work.

You really didn't need to necro such an old thread to make a point that was already made and alternatives already given for that point.

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