Seelah

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Goblin Squad Member. Organized Play Member. 144 posts (153 including aliases). No reviews. No lists. No wishlists. 20 Organized Play characters. 1 alias.


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Lantern Lodge 4/5

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Now we're one step closer to have my dream spin off PFS campaigns of Sweet Valley High and Babysitters Club.

Lantern Lodge

So the only class I've used in the playtest is the Occultist. It has a lot of things that make me happy just at first blush. 4+ int skill points and intelligence is important for the class? Sign me up please. They also have martial weapon prof and decent amor profs. I really enjoy the different implements and how they can be used to get different effects. I had a couple of times where I spent focus to move faster and get to help an ally. The object reading is just lots of fun; even if someone else can cast detect magic and find out stuff faster.

I only feel like it needs one more thing to really make it a solid class. It needs a rug to really bring the room together. I just don't know what that rug is yet. I was thinking perhaps the Occultist who are proficient with Transmutation implements get something like the Living Monolith with the Ka stone. Perhaps they can spend focus to get a full base attack bonus for a minute. I know it would cause more math for the player, but then the player can feel like they are more committed to the fighter side of the Occultist.

On the other hand perhaps a more caster focused Occultist could get access to spells they would not be able to use otherwise. Someone who is proficient with perhaps illusions implements. They can spend focus to cast a spell outside of the implements they know.

It's just ideas I guess.

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I know it's silly but the firest thing that came to mind was Homer Simpson saying, "Stupid sexy Flanders". Anyway congratulations!

Lantern Lodge 4/5

June Soler wrote:

I personally think the existence of the elixir really trivializes the seriousness of this real-world gender issue by including it. Furthermore the cost of such a thing should be much much higher akin to the Thuvian elixer since it causes a permanent change.

Really disappointed this was included.

I think it perhaps is a "trivial" cost matter for the adventurer type. One who has bags full of gold and throws it at any problem. Now if you are just a turnip farmer in Golarion, who would like to transition, then that would be a totally different matter. It will require selling a lot of turnips and not spending money on anything else and then likely never reach the goal.

Just like say in our world someone may want to transition, but there is no way thy can get together the real money it costs to do so. Hopefully that point makes sense and I don't sound like a jerk.

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Aveneer wrote:

I know that for tiers 1-7, obviously a level 8 character cannot play in it. However, is it legal to use a level 7 version of my level 8 character to play in the tier 1-7 scenario?

It seems like it would be okay, right?

Thanks!

Sorry, but it would not be okay. If your character is too high level then you just cannot play him or her in the scenario.

Lantern Lodge

I know it's a newb question but I've never been to PaizoCon before. I want to make sure I'm doing this right. Where do I go to rate my lottery choices?

Lantern Lodge 4/5

I tend to roll initiatives for the same monsters together if I have a lot. For example if there is a BBEG who is a ranger then I will roll one initiative for him, then one for the wolves following around, if he hired some fighter thugs then I will roll them together. On the other hand if it's something like a fight with two Erinyes then I will roll their initiatives separately.

I haven't had any complaints about it. Most likely because when I GM my initiative rolls for the bad guys are usually terrible. I believe the party likes going first and just wasting the bad guys.

Lantern Lodge 4/5

Matthew Pittard wrote:

Nefreet: Keep in mind that factions were around before PFS. Living Arcanis (one of my fave settings) had factions too and it predated PFS.

The names do seem quite similar, what is interesting is that they are bringing back the old cert system for swapping items between players.

They also had factions in Xendrik Expeditions. Granted that was not as far back in the day as Living Arcanis. Eberron has always been my favorite where the settings were concerned, but I'm pretty sure I'm in the minority on that one.

Point is factions have been around in organized play for a long, long time.

Lantern Lodge 4/5

I am quite excited about both Pathfinder and the next edition of D&D. I expect that both of these editions will be played in our house. I also expect to have to buy even more bookshelves. I am happy that the gaming industry is healthy enough to allow me to play all sorts of systems. (Though D&D holds a special place in my heart because that's how I met my husband and I met each other.)

Lantern Lodge 4/5

Jiggy wrote:
Cyrad wrote:
Grapple rules that don't require a flow chart to understand.

I keep hearing people make comments along these lines, and I just don't get it. What's so complicated about grappling that a flow chart is needed?

You make a check, they're grappled.
You make a check to maintain, you get to pick an effect from a list.

Am I missing something?

I think the grapple rules now are much simpler to understand in Pathfinder.

Lantern Lodge 4/5

In PFS play you have to take Extra Item Slot feat to get anything beyond neck slot and barding. The listing in Animal Archive simply points out what you can take the feat to get.

EvilMinion wrote:
Andrew Christian wrote:
I'm assuming you took Extra Item Slot to get that headband?
Giant Wasp isn't classified as 'verminous' ... its under quadruped/hexapod (which get shoulder and armor and headband, et al slots just fine) ... so is not really an apt comparison to the actual verminous category critters. =)

Lantern Lodge 4/5

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Vanities are in the Pathfinder Society Field Guide.

Lantern Lodge 4/5

The second annual Game and Dice Convention is swiftly approaching and there will be plenty of Pathfinder scenarios offered. We will be offering Siege of the Diamond City, part one of Bonekeep, and even a session dedicated to new folks who are interested in Pathfinder.

The Pathfinder for Beginners session with involve character creation and then a run through of the Confirmation. Each and every participate will get some swag as a welcome gift to the society.

The convention will take place at the White Marsh Hilton Garden Inn. Only the purchase of a badge is required and sign up for all of the games are free.

If you are interested you can find more information here. The PFS schedule can be found on all of thee pages. :
Gad-Con Webpage
Gad-Con Facebook Page
Pathfinder Society of Baltimore

Lantern Lodge

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Does anyone actually get to play Pathfinder anymore? Threads as of late read like all GMs are the enemy. Which makes having an actual game tricky.

Lantern Lodge

I like to think of myself more as a living Bluray player. I am more high tech. My husband is quite pleased though because he GMs the majority of our home gaming. I, on the other hand, am one of those PFS people. So he alone can make all of the heavy lifting decisions.

As far as Crane Wing goes I mostly ignore the guy with it after a couple unsuccessful attacks. If this is the change the want to make then I'll roll with it. The game is still fun.

Lantern Lodge

deuxhero wrote:

For more fun take Celestial Servant (full BAB and D10 per HD, some resistances, and smite evil 1/day. It gets spell resistance though, which hurts if another PC likes to buff you don't need to worry about it as no personal spells check SR). You can potentially add Scion of Humanity+Racial Heritage:(Dhampir) for Vampiric Companion (Fast Healing 5. How it stacks with Celestial Servant's type change isn't clear though.).

If you don't mind losing Tiger/Pounce, you can delay taking the Revelation and take Animal Ally first for crazy stacking (though you may cap at 20).

The Celestial Servant feat does not change the animal companions hit die. They get darkvision, some resistances, the ability to smite evil once a day and maybe some spell resistance. I am not sure about the last one.

You just apply the celestial creature template, not the half celestial template, from the prd.

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I'm Hiding In Your Closet wrote:

From the present edition of the Organized Play rulebook:

"Soul Drinker: There is a dark hunger in you that
rejoices when you or an ally slays a foe. Once per day when
an enemy creature is killed, you may, as an immediate
action, gain a number of temporary hit points equal to
the slain foe’s Hit Dice. These temporary hit points last
for 1 minute. This is a supernatural ability."

When it says "killed," does it truly mean, "is at or beyond negative Constitution and is therefore clinically deceased," or is it enough to be knocked below 0 hit points, i.e. "killed" as in "taken out of the fight"?

On a not-unrelated note, how does retraining one's starting traits work in Organized Play (as per the new retraining rules from Ultimate Campaign)? Is it possible to just retrain one of the two?

I would think it means outright, negative constitution dead.

As for the second questions there are no rules for retraining traits. It is not something you can do right now.

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David Higaki wrote:
It's referring to the chart of d100 abilities your Aasimar could have. The default alternate heritages are OK for PFS play, rock the Angel-kin or whatever heritage you were eyeing :)

Which makes me sad, because I like the ability on the chart that gives the aasimar the ability to speak with horses.

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cheesywhiz wrote:

According to Ultimate Campaign, "retraining a feat takes 5 days with a character who has the feat you want" (188). In the Guide to Pathfinder Society Organized Play, "If time is a limiting factor, the GM may choose not to allow retraining during that session. When utilizing these retraining rules, you must expend wealth as outlined in the Retraining section of Ultimate Campaign, as well as 1 Prestige Point per day of retraining since time between scenarios is undefined."

I understand both of these statements. To retrain a feat in PFS play, I will need to spend 5 PP. I get that. What I do not understand and have not seen addressed is the "with a character who has the feat you want" line.

Does that mean I need to find a player in my area with the exact same feat? Because that seems pretty ridiculous to me. And how would that even work? Or am I misunderstanding this. Any help would be great. Thank you.

You're misunderstanding it. I think of it as going to a seminar at the Grand Lodge to learn the new feat.

Lantern Lodge 4/5

Man of Steel 84 wrote:

My wife's ranger is going to be level 4 soon and cant wait for her new wolf. I am trying to get ready to help her with it but not 100% sure how man tricks he will have. Is it 3 plus his bonus on the druid chart at ranger -3?

Then at level 5 she wants to take boon companion to make her wolf even better, jumping her wolf to a level 5 companion, then how many will she have assuming the +1 stat is not put in Int?

Three tricks per point of intelligence. At level five an animal companion goes from having one bonus trick to two. So the wolf would gain one trick.

Lantern Lodge 4/5

zarconww wrote:

If you buy the +4 to one skill bonus with 1 PP , is this a one shot

skill check bonus or is it a permanent bonus?

One shot.

Lantern Lodge 4/5

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Seth Gipson wrote:
Matthew Morris wrote:
Chris Mortika wrote:
Or the animal companion chooses some other feat. Skill Focus (Perform ( cute tricks)). After all, if it isn't the player's choice ...

I prefer Perform (Mime).

"Your bear would attack, but he appears to be trapped in an invisible box..."

Step 1: Cut a hole in the box

2: Put yo bear in that box
3: Make her open the box

Crystalhue, bear in a box.

Evoking Day, bear in a box.
Jestercap, bear in a box.
Every single holiday a bear in a box.

Lantern Lodge 4/5

rknop wrote:

If anything is clear from this discussion, it's that the rules right now are completely unclear.

People have listed at least three different (and contradictory) interpretations of what you're supposed to do based on reading of the guide.

That, alone, should make it obvious that those who say it's clear are wrong.... Maybe it's clear to you, but it's also possible that what you're doing isn't right. It it really were clear, then the majority of people who read it and come to the same conclusion.

I hope it turns out to be what Mike Brammik says here (which, notably, is different from what Netopalis says he thinks is clear in the guide).

I look forward to seeing the updated guide in the next 10 days and finding out what the real ruling is. Sadly, this means that I have to delay starting a PbP game I was planning to start this week for another 10 days, because I don't want to tell the players the wrong thing about faction missions (and, at the moment, it's impossible for me to know what the right thing to tell them is).

The new rules in the guide don't go into effect until August 15th anyway. So we would have to wait to implement for another week and a half anyway.

Lantern Lodge

I have several characters for PFS and a few more blobs of GM credit. I am using one of those blobs to make a spellcaster who casts all of her spells by simply staring at people.

I could simply go with a deaf oracle to get silent spell for free. There is also the birthmark trait so she could ignore the need of a divine focus. My question is what can I do to keep casting time down? Should I multiclass sorcerer to get eschew material? I'll need to also get still spell if this is going to work. Are there any other feats that would help getting any metamagic cost down?

Thanks for any help.

Lantern Lodge 4/5

James Risner wrote:

I'm doing a bunch of items for the community package in Herolab and I've noticed several items that deviate from the source material in rules on the Chronicle sheet.

Here are two examples:
** spoiler omitted **

At this point, I am assuming the Chronicle sheet has the right to override the stat block in the source material as it may be all that is available to the GM at the table. Good assumption? Or should the Chronicle sheets be updated?

Chronicle sheet wins.

Lantern Lodge

Death Sentencer wrote:
I am playing a summoner in Organized play. i was wondering if i am able to use the SLA then summon the Eidolon. I asked around and my fellow members said no. Is this true? The summon monster ability says that I cannot do the SLA while the Eidolon is out. It doesn't say that i can't summon the Eidolon when the summoned monster is out.

You can't use your SLA to summon monsters when your Eidolon is around. The same goes in reverse. No bringing in the Eidolon if you used your SLA to summon monsters. it essentially uses the same energy and interferes with each other. Now if you picked the summon monster spell as taking up one of your known spell slots then that's different. You can have your Eidolon out and then cast as a full around action to summon monsters.

Lantern Lodge 4/5

Jiggy wrote:
@Kyle/Amanda: Just curious, do you also observe that most people who don't want a challenge also optimize heavily?

I am certainly going to ramble a bit. I apologize for that but will try to answer the question the best that I can.

I have seen people who are very worried about just how tough the challenge will be. They tend to have solidly built characters, but they don't have a ton of tricks up their sleeves to counter every single situation. They are probably the baseline that a lot of the older adventures are written to accommodate. They want to make sure there is a cleric for in combat healing and probably a turtled up fighter with high AC and a truck load of hit points. Players with "under optimized", at least the ones I have seen, really don't appreciate how dangerous things are going to get. They learn tough lessons after the encounter is over.

I often find players with what I'll call "hyper optimized" characters have absolutely no desire to be challenge. Their thrill is ending the encounter as quickly as possible. First encounter is great, but the first action of the first encounter is even better. They don't even want the BBEG to have a chance to do anything that might have a whiff of challenge. I recognize that unhappy look on their faces. They start questioning everything the bad guys do. Occasionally I get the, "Well it's over now. We're all gonna die". They also proceed to stop really trying. Which I find incredibly weird.

I personally like to play in the middle ground I guess. There is nothing worse than basically sitting for 4-5 hours watching someone else being all the awesome. Worse still when they try to ruffle your hair and throw you bones. "Hey buddy. You look pretty strong. Won't you be a sport and move that big rock out of the way. That way I can murder that platoon of bugbears by myself." "Oh kitten. You're pretty. Go talk to that merchant while I do the important stuff."

Maybe this just happens to me a lot but I hear the same argument a lot. If there isn't an encounter flattening PC in the party then everyone will die. I enjoy the fight that goes on (for lets say) 7 or 8 rounds. It's tough but I feel pretty triumphant when it's done. We survived and we won and we're awesome.

Lantern Lodge 4/5

nosig wrote:
Amanda Holdridge wrote:
Kyle Baird wrote:
Another stereotype of mine, "The players who build the most powerful builds, are those least likely to enjoy being challenged." Go ahead and disagree, fine. This is just my small sample of experience. About 9 out of every 10 true powergamer who sits at my table, doesn't have fun when the bad guys give them a good run for their money or bacon.
I've had that same experience so often as a GM that I have to agree with you. So often the person with the most powerful build is glaring unhappily at the map when the bad guy is actually a danger. It doesn't happen every time of course, but often enough that it forms a pattern.

(IMHO) I do not agree.

I often play with people with "overpowered combat machines". With min-maxed PCs. Often they seek out the hardest scenarios they can play (and end up not playing with me due to this).

I have also played with the exact reverse. Players who never stopped complaining the entire game. (though I tend to avoid those players later).

I think perhaps you are just noticing ones that prove your case.

But again, that's just my opinion.

I am personally not trying to prove any case. I was simply stating that was also my experience. I don't believe there is a PFS rules against pouting. It just happens sometimes.

Lantern Lodge 4/5

Kyle Baird wrote:
Another stereotype of mine, "The players who build the most powerful builds, are those least likely to enjoy being challenged." Go ahead and disagree, fine. This is just my small sample of experience. About 9 out of every 10 true powergamer who sits at my table, doesn't have fun when the bad guys give them a good run for their money or bacon.

I've had that same experience so often as a GM that I have to agree with you. So often the person with the most powerful build is glaring unhappily at the map when the bad guy is actually a danger. It doesn't happen every time of course, but often enough that it forms a pattern.

Lantern Lodge 4/5

Kyle Baird wrote:

Anyone else here have their eyes glaze over when people start throwing around terms like these?

Makes me laugh every time.

Poor Straw Man. I see that term throw around so much that I don't think I can recognize an argument that actually fits those parameters anymore.

Spoiler:
On the other hand he's taken Hitler's place as the guy most likely to be mentioned in an internet argument.

Lantern Lodge 4/5

The Evil DM wrote:
I have played in "The Darkest vengeance" as a character, I just ran it as a GM can I still use my GM experience and apply it for leveling up consideration?

Yes. You can get credit for a scenario twice. Once as a player and once as a GM. Each credit has to be applied to a different character of course.

Lantern Lodge 4/5

poundpuppy30 wrote:

When you run a scenario don't you get a credit for that scenario which you can add to one of your characters of the same level as the credit?

I GM 3 First Steps part 1 and yet when I go to check my gm sessions it only lists 1 with my one toons number and prestige points yet the 2nd lacks the prestige points and wont list my number of the toon I applied the credit to. The third one wont even let me apply it to my other toon which is the third toon.

If you didn't report the sessions then email the person who did so. Just point out your PFS numbers as well as the character number. They should be able to correct whatever went wrong with it.

What about the roleplaying game Toon from back in the eighties? Doesn't that set some precedent for the term outside of MMOs?

Lantern Lodge 4/5

Thunderforge wrote:
Amanda Holdridge wrote:

I was the "offending" Sylvan Sorcerer and I would be more than happy to explain why her stegosaurus did what it did. (Also if you look up at my slightly fancy title you can see i am from Baltimore.)

My character is a Half Orc Oracle of Nature 1/Sylvan sorcerer 8. I specifically went into this character build understanding the dinosaur would be the star of the show. The sorcerer is more the ring girl with buffing abilities. She has magic missile as her one and only damaging spell in case of emergencies. (Well two damaging spells if you count her CL 1 Cure Light Wounds that she gets for being an Oracle.)

How Earthbreaker the Stegosaurus became a star:

PC Feats dedicated to the Animal Companion:
1. Boon Companion (So his Animal Companion level is 9 instead of 6)
2. Extra Revelation (Boon Companion- So he is smarter and a mount)
3. Beast Rider (The feat and not the archetype. He is large enough to be her mount and so gets the General Combat Purpose for free.)
4. Eldritch Heritage...

Amanda, I just wanted to say I love this build. I can picture this little mongoose running into the middle of a room and erupting into a tail thrashing stegosaurus. Much credit to you for finding a way to put your stegosaurus into a satchel or pack for easy travel in more limiting environments.

One note: Above where it says Extra Revelation I believe you meant to put Bonded Mount in parenthesis after it instead of Boon Companion.

Thank you for the compliment. I did indeed mean to say Bonded Mount. I've just gotten far past the point where I can edit it. :D

Lantern Lodge

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Driver 325 yards wrote:

Okay, I still don't know where this clear language is and it would have been great if someone would have simply quoted the clear language.

With that said, I see the symbols next to your names so I will accept your answer as gospel even without a citation.

Religion: Characters can elect to worship any deity

listed in a table of gods in the Core Rulebook, The Inner Sea
World Guide, Pathfinder Campaign Setting: Gods and Magic, or
any other source listed as an official Additional Resource.
Characters may elect to worship an evil god, but must
always be within one alignment step of their chosen deity.
For clerics, this is an especially important choice, since the
deity’s alignment determines whether the cleric channels positive or negative energy, a decision with significant
tactical implications for the cleric and her allies. Clerics,
inquisitors, paladins, cavaliers of the order of the star,
and samurai of the order of the star must choose a deity
as all classes in Golarion that receive spells and abilities
from a specific divine source receive their powers from a
deity.
Druids, oracles, and rangers are the exception to this
rule. The list is not exhaustive, and divine spellcasters of
any future classes whose sources are added as additional
resources to the Pathfinder Society Organized Play
campaign will be required to choose a deity unless
otherwise specified. Otherwise, characters who do not
receive powers from a divine source may choose to be
atheists or to have no deity at all.

Lantern Lodge 4/5

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FanaticRat wrote:

I do realize that it's only a game and I'm there to have fun, but being useless or knowing that my fellow players are annoyed with me for what I'm playing isn't fun. I'd rather play something I'd rather not than endure passive aggression.

That being said, I only ask because I've never been able to play a game at a con but have seen a lot of complaints on gaming sites and very little good things.

Here are a list of my characters:

I have a deaf gnome oracle of lore 10/mysterious stranger gunslinger 1.
She spams Blessing of Fervor to help her allies, casts a quickened divine favor on herself, and then shoots bad guys with her holy pepperbox.

I have a half orc oracle of nature 1/sylvan sorcerer 9 that has a stegosaurus as her bounded mount and spends the majority of her time making him more dangerous.

I have a human cad figher 6/tattooed wildblooded envenomed sorcerer 1. Her bloodline makes her better at stealthing, climbing and acrobatics. She is very, very good at using a heavy crossbow. She casts gravity bow on it and then shoots as many things as she can as fast as she can.

I have a kitsune divine hunter paladin 6/mysterious stranger gunslinger 1. (Yes. I like the mysterious stranger a lot.) She smites evil guys with her gun for justice and tumbles around a lot. She also has multiple tails.

This is what I have when I come to a convention. I lay that out and if players don't like it then I move on to a different group. These are the characters I want to play. Like has been said before the nature of random groups of a con means it's highly unlikely all characters at the table are going to perfectly fit together. You don't know how bought tickets and what they want to play. Just do your best to work together well with everyone else.

I almost forgot to add to please try to have a skill or two outside of murder hoboing your way through the Inner Sea. You will be glad you did. Swim, perception, sense motive and maybe a knowledge skill or two.

Lantern Lodge 4/5

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Play what you want to play. It's supposed to be your happy fun time and not a job. Have a decent AC, a fair amount of hitpoints, and try to be good at what the character focuses on. It's pretty difficult at a convention to magically find the "perfect party build" unless you bring a whole group from home.

Lantern Lodge 4/5

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As far as I could tell in the other thread everyone was very polite in their answers. No they weren't going to tell the him or her where they could find the wand. It's not how PFS worked for them. The OP lashed out at everyone.

As far as in the scenario itself I think they venture captain would stare at Pathfinder who asked if they would find a certain item along the way. How would they know? Did Sheila Heidmarch get her best Diviners on the job?

"I am sending you to Qadira to retrieve the Maguffins we paid for. On the first day of your travel you will make love to a beautiful woman, but you will never see her again. On the second day you will arrive at a tavern that serves the perfect MLT. Where the mutton is nice and lean. On the third day you will be set upon by orc bandits. One will have a partially charged wand of lightning bolt that he got off a wizard he killed. He's just a fighter and has no idea how to use it."

It just doesn't work that way.

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rangerjeff wrote:

Yeah, except you have to know that there's something invisible there, and you have to aim it at roughly the right spot...

Oh well, figured there was something I was missing. Spell effects (with a few exceptions) end after a scenario, sure.

Also missed the cost of the material components... probably since I'v never had a PFS GM ask me to pay for components, though I did get the platinum rings so my cleric can cast Shield Other.

A judge is only going to really ask when the component is very expensive like for a stoneskin spell or atonement. It's doubtful they'll bother to ask if you have the bat poop needed to cast say fireball.

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KestlerGunner wrote:

I am just laughing that one of the Paizo developers could honestly believe that a Stegosaurus could ever have a dexterity of 18. My seven-year-old dinosaur scholar self would be mortified at such a blunder.

A stegosaurus is a spiky cow. The energy that isn't devoted to keeping it's enormous bone-armoured bulk standing, or it's stomach system digesting prehistoric conifers got burnt up swinging that one tail back and forth if a predator appeared within 10 metres. This is like writing that a Fresian is capable of the Acrobatics skill.

I smell a clear error right there.

Considering a druid could have a murder camel in a world with magic and dragons I'll have to let it slide. They just have a more dangerous breed of stegosauruses in Golarion.

Lantern Lodge 4/5

David Bowles wrote:

I don't think any of it is *wrong*. In fact, I've seen even more powerful animal companions in play. I'm frustrated that it is possible to begin with. I don't blame any particular player for taking advantage of what Paizo has put into print. I'm saying they shouldn't have printed the animal companions table as it is to begin with. Again, I have no idea how it got out of play testing.

It turns out that our other melee sources in that scenario were under armored and one of these melees and the group's gunslinger paid the penalty in form PC deaths. After this scenario, I totally understand the need for ~30 AC at tier 8-9, I just don't think that animal companions should be able to be the ones providing that level of armor class.

And again, I'd like to point out there is nothing stopping you from using the sorcerer as much more than a buffing character. Just as there is nothing stopping any given druid player from running their PC as a side show.

The gold investment into this scheme is certainly more than a single suit of mithril chian barding, but its still not breaking the bank. There's still plenty of money by level 9 to power up CHA to blast on top of the stegosaurus if the player so desired.

Also, if I'm representing the scenario incorrectly, please say so. But if I'm not mistaken, the stegosaur was never really in any peril that whole scenario.

I feel pretty strongly about this, and my only character eligible for an AC cashed it out with an archetype. So I do walk the walk. However, I am considering a summoner just to see if I can make a summoner that is competitive with a druid. Or how close I can get.

Yes. The dinosaur being the main damage dealer is a choice I make and am pleased with. The stegosaurus was generally safe during the fights. My husband played the gunslinger and so I got to hear how not thrilled he was about the character getting killed.

Luckily there were not any monsters attacking touch AC. It was also good luck that the animal companion made the will saves against the channeled negative energy. The gold invested in the animal companion leaves the sorcerer more vulnerable defenses wise.

Lantern Lodge 4/5

In all honesty most druids I see around here are Saurian Shamans who happen to have animal sidekicks. Their companions are hard to hit, but it's the druids themselves doing the serious damage with bites and claws. Apparently it's extra helpful if they are also partially monks.

Lantern Lodge 4/5

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David Bowles wrote:


In fact, at Origins, I played at a table where there was a 3 or 4 star GM who was befuddled as to how a Fey sorcerer was doing what she was doing with her dinosaur AC both in terms of shape-changing it (turned out it was sharing forms with her familiar) and also how its AC was so huge and how it was doing so much damage.

I don't know where she was from, but this, to me, shows that these tendencies might be regional. If ACs I have played with looked more like Swiftbrook's example, you'd never hear a word from me.

I'd also not mind ACs as much if boon companion did not exist in the game. Animal domain clerics would look a lot more reasonable if their pet was three levels down, as would many ranger builds.

I also would not mind so much if the druid was more centered around the AC like the summoner is the eidolon. But this is not the case. The druid is quite strong even without the AC, and the AC itself can end up being...

I was the "offending" Sylvan Sorcerer and I would be more than happy to explain why her stegosaurus did what it did. (Also if you look up at my slightly fancy title you can see i am from Baltimore.)

My character is a Half Orc Oracle of Nature 1/Sylvan sorcerer 8. I specifically went into this character build understanding the dinosaur would be the star of the show. The sorcerer is more the ring girl with buffing abilities. She has magic missile as her one and only damaging spell in case of emergencies. (Well two damaging spells if you count her CL 1 Cure Light Wounds that she gets for being an Oracle.)

How Earthbreaker the Stegosaurus became a star:

PC Feats dedicated to the Animal Companion:
1. Boon Companion (So his Animal Companion level is 9 instead of 6)
2. Extra Revelation (Boon Companion- So he is smarter and a mount)
3. Beast Rider (The feat and not the archetype. He is large enough to be her mount and so gets the General Combat Purpose for free.)
4. Eldritch Heritage (Tangentially only. Mongoose familiar. Share Shape Spell.)

PC Magic Items dedicated to the Animal Companion:
1. Ring of Revelation(lesser) (10000gp cost. Allows me to add another revelation that has no prereq or one of less than level 6. Grabbed Friend to the Animals. Animals within 30 ft get her charisma modifier to saving throws. Which can be dangerous when actually fighting animals.
2. +1 Amulet of Mighty Fists (Makes his tail slap magical.)
3. Extend Metamagic Rod(lesser) (To extend mage armor, darkvision and heroism on the animal companion)

Trait(s) dedicated to animal companion:
1. Adopted (Sorcerer by gnomes when she was abandoned as child)
2.Animal Friend (Handle Animal is a class skill; +1 to will saves when near animals)

Spells for the Animal Companion:
1. Mage Armor (I don't bother with barding)
2. Heroism
3. Darkvision
4. Bull's Strength
5. Haste (It helps everyone)
6. Share Shape (It's from Animal Archive. Make the stego a mongoose for an hour per level. Only 4th level sorcerer spell. Help to counteract not being able to take him lots of places.)

The Dreaded Stegosaurus Armor Class:
1. +4 from Mage Armor
2. +15 from Natural Armor
3. +5 from Dexterity
4. -1 from Size
5. +1 from Haste
5. +10 that everyone gets at the base
= +34 AC

The Dread Stegosaurus disguised as a Mongoose Armor Class:
1. +4 from Mage Armor
2. +7 (or +15) from Natural Armor
3. +8 from Dexterity
4. +2 from size
5. +1 from Haste
6. +10 that everyone gets at the base
= +32 or +40 (depending on if you consider Polymorph spell leaves the targeted creature with their own Natural Armor or that of the new form. GMs bounce me back and forth on that point.

Stegosaurus Attack!:
1. +6 Base attack
2. +6 Strength
3. +1 from Amulet of Mighty Fist
4. -1 to attach from size
5. +2 morale bonus to attack rolls from Heroism
6. +1 to attack from Haste
7. +9 to damage from strength (Only one natural attack. So the stego gets 1.5 strength to damage)
8. +1 from Amulet of Mighty Fist
= +15/+10, 2d8+10 (tail slap. third attack when hasted)

Mongoose Disguise attack:
1. +6 Base attack
2. +5 Strength (Bulls Strength Added)
3. +1 from Amulet of Mighty Fist
4. +2 from size
5. +2 morale bonus from Heroism
6. +1 to attack from Haste
7. +7 to damage from strength
8. +1 to damage from amulet of Mighty Fist
= +17, 1d2+8 w/Attach (I did make the mistake of scaling down 2d8 to 1d8 instead of using the 1d2 damage die initially)

I realize this is a ton of information. I welcome any questions and pointing out things I have done totally wrong. This is probably the most complicated character build I have done by far.

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JohnF wrote:
Scott Young wrote:
Actually, any store that participated in Free RPG Day by buying a kit, can run We Be Goblins TOO! as often as they want as a PFS-sanctioned event. You just can't run the module at any other location (including at home) until after July 1st due to the rules the Free RPG folks have.

Are you sure about that?

The only way anyone can have the module (until July 1st) is by having picked one up from a participating store. There are no restrictions I know of that say you can't take the module home and run a game that very evening for a group of your friends, so the only limitation would be whether it was possible to run the game for PFS credit.

Well definitely no running for PFS credit until after July 1st.

Lantern Lodge 4/5

Huzzah. Welcome.

Lantern Lodge 4/5

thistledown wrote:
When at GenCon? Do the required changes hit at the start of the con, or at the end of it? Pushing to get 40 fame before then is going to be tight.

You have had to switch factions by the time Gen Con begins. You don't have the whole con to build up prestige.

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Congratulations!

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The convention begins tomorrow.

Lantern Lodge 4/5

Tim Vincent wrote:

So this is a permanent effect in game that you paid actual money for?

Smells like a freemium computer game.

I believe this conversation was had already, but I'm too lazy to find the link. You get a fun little boon, but it's not a big deal. People who received it are not going to suddenly outclass other characters like you will sometimes see in online computer games.

Lantern Lodge 4/5

The goblin boons were given out at Gen Con 2012 as a limited and special reward. I do not believe anymore of those will ever go out.

Race boons allow you to build a character of a specific race that would not be allowed otherwise. It doesn't come with a specifically built character you have to play.

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Only three more days to purchase a badge at the discounted rate.

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