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Organized Play Member. 22 posts. No reviews. No lists. 1 wishlist. 2 Organized Play characters.



Dark Archive

2 people marked this as FAQ candidate. Answered in the errata.

Were the new Monk weapons deliberately omitted from the list of weapons affected by Perfect Strike in the APG? I'd really like to make a Temple Sword wielding Weapon Adept a la Samurai Jack but the feat just seems wasted if I'm wielding the Temple Sword.

Also do monks retroactively get proficiency with all the new weapons? Seems silly like they'd have to take a feat to wield a Cestus or Brass Knuckles.

My instincts say no since the rules specifically state otherwise and I'm sure no DM would mind home-brewing these in but I'd like to use it in PFS.

Thanks,
coff

Dark Archive

I bought the old Pathfinder Campaign setting book about 2 months before I found out about the PFRPG update coming in September. I'm wondering if there will be a downloadable update for those of us with the previous version of the book? I wouldn't even mind paying for a PDF with updates, but another $50 book... Will the new Campaign Setting be vastly different enough to make this impossible, or rather worth buying the same thing a second time?

I kinda feel like an Apple customer who bought an iPhone a month and a half before the next gen is released.

Dark Archive

So at my FLGS we have weekly PFS games. One of the players we introduced RPGs too via PF (I've written 3 characters for new players now, thanks to PF) has taken his second level in Alchemist. His first was Rogue. When I read the profile of an Alchemist I see Throw Anything as being there for improving bombs but he has taken it to a crazy new level. He quaffs Mutagens of Str and starts chucking every weapon he picked up throughout the session and starts throwing great clubs, scimitars, and whatever else he could grab off slain enemies.

This is A.) awesome and B.) kind of contrary to the role I imagine the Alchemist performing. Once he gets to level 6 in Alchemist he'll be able to throw poisoned weapons every where. For a Rogue/Alchemist this seems fitting but should a character specializing in brewing chemicals be throwing Great Clubs?

I don't want to nerf my friend's character but I'm trying to throw my two cents in on how certain aspects of a class write up can be tweaked in ways I would never think of.

Dark Archive

I have been thoroughly reading through the Alchemist and Inquisitor and though I missed out on biweekly PF Society this week at my local game store I plan on making an Alchemist in the near future.

Now with the way the Society works the Cha Damage won't be a problem as it is resolved at the end of the session (unless there's some post combat Dip checks or the like). But I can see it being a problem in the long term home campaigns where adventures may take place over several days. Rolling a 1 isn't a huge problem since it's gone the next day. Rolling a 4, however, results in a penalty the duration of which means the alchemist isn't using mutagen again for a few days.

With the list of Formulae including things like shield, bull's strength, transformation, true strike, and other such combat effective abilities it definitely seems like a Mr. Hyde/Hulk genetic combat monster is a viable build but the cumulative penalties of doing this measure in days where as the boon is measured in minutes.

I can see the penalty being there for flavor reasons. I can also see it there to keep the Alchemist from doing it every encounter. But making it a potentially twice a week (game time) seems a bit much.

I'm wondering how and why the 1d4 Cha damage was decided as a penalty for something that lasts 10min at level 1. Mechanically it seems out of theme. I would rather it be something more like the fatigue due to Barbarian's Rage.

Mutagens don't seem as potent as Rage to me but the penalties for Mutagens are far magnified. The duration is longer but the Ability & Nat. Armor Bonus is likely only relevant for 1 encounter maybe 2 at higher level depending on spacing. Whereas a Barbarian can turn off a rage at the end of an encounter and use it again for the next one considering he waited around for 2x the 6 seconds in a round he was raging. The fatigue rarely gets in the way of encounters and at worse means the party has to wait around for a bit. Mutagens mean rushing to the next one to ensure the effect is still on and potentially waiting days until the character is reset to it's default.

Dark Archive

Does having a Eilodon interfere with the Summon Monster ability in regards to the limits on Animal Companions? I don't think so because the Summon isn't technically a Companion but I didn't get a chance to Summon in the most recent adventure and wanted to double check before I potentially break rules.