From the Medium's Champion spirit
Sudden Attack:
Sudden Attack (Intermediate, Su): Whenever you take a full-attack action, you gain one additional attack at your highest base attack bonus. This ability stacks with the extra attack from haste, but it doesn't stack with special actions that grant extra attacks, such as flurry of blows or spell combat. Sudden attack works as normal with full-attack options such as two-weapon fighting. What constitutes a 'special action'? Would rapid shot be considered a 'special action'? Or is it referring solely to class features that give you an extra attack? On a similar line of thought, would an extra attack from Blessing of Fervor stack with this ability?
Looking over the spirits, the bear jumped at me as a great option for a Str based medium, however one concern I have is that as he gets to higher level being large for 24 hours could be a huge pain, not to mention being huge. So hopefully that's changed so that you can somehow control when you're large/huge as opposed to 24 hours.
If I remember correctly, you're allowed to slowly upgrade an item into a named item, such as celestial armor (for example, a pay the price difference between a +3 chainmail and celestial armor to turn that +3 chainmail into celestial armor). Assuming that's still the case and I'm not mistaken, can you do the same with unique items found in chronicle sheets? Items such as the ones found in Spoiler:
Gamin in Night March of Kalkamedes or Corpselight Rapier in the chronicle sheet for the Prince of Wolves book Once you get said chronicle sheet and access to said items for purchase, can you slowly upgrade your way up to them as opposed to buying them all in one chunk?
Quote: I enforce the carrying capacity rules as usually my sister and her husband (who were really my only players, and they played 2 characters each) would purchase some horses/mules/donkeys plus wagons/carts to haul stuff around in. I wasn't one of the DMs that would have random creatures come slaughter the animals or steal everything (only stole things if I wanted to have a little side quest). Of course, I always calculated capacity as Str +3 (or if at 18(##), a certain amount above), which gave a bit more wiggle room. Made bags of holding more than just throw-aways. That sounds a little bit more fair. The APs are very well written (the majority of them anyway) and well thought out, howevere, they do take some prep. As for updating, I've never played 2nd ed myself, but from what I've heard it's quite different from Pathfinder. Golarion is fleshed out quite well and Paizo is very invested in it, so there's a lot of material out there and just as much wiggle room for GMs to bring in their own materials and ideas.
I honestly don't see a problem with a number of people replaying scenarios every year. It's already written in the guide if you're being disruptive and ruining other people's fun by metagaming and such, the GM has every right to kick you out. I think that'd be the only issue with allowing star replays to replenish every year, lots of people with a star replay "flooding" tables of games they're already played. To be honest, this isn't too different from someone who runs a scenario and then plays it, he knows what's coming, he knows what to expect.
Here's Jamir Korvaski's short background. Hopefully it's enough, let me know if you want anything else.
Spoiler: Jamir Korvaski was born to a small halfling family that has been traveling with a sczarni caravan for generations. Being born on the night of the Ritual of Stardust, with the constellations aligned to match the birth of a future prophet, Jamir was destined to learn the ancient art of Harrowing. Growing up Jamir showed some innate talent to predict the future in a very limited way, although like most other fortune tellers in the current age, he was wrong nine out of ten times. His family didn't really care too much whether or not he got his predictions right, as long as he could put on a good show when the caravan stopped in the next town and make some coin. In his early teens, Jamir's caravan stopped in Kaer Maga for a few days. during one of these days, he wondered around the city, poking his head here and there, taking in all the amazing sights (particularly the troll augurs). At one point, Jamir found an old magic shop tucked away in an isolated alley. Inside the old magic shop, among its gargantuan piles of books, he found a set of 10 books that would change his life. "The simpleton's manual of matter manipulation!", a guide teaching how to become a wizard. Jamir spent several years teaching himself how to master the arcane arts. By the time he had master the simple cantrips, and the first level of spells, he had a life-changing dream. Jamir's dream brought him to Sandpoint, looking for two tall males and a tall female.
Getting back on track, the three reasons behind why this PrC might be banned is because
Lets deal with these presumptions point by point
There are several other examples of class features, feats, and spells that also slow down the game significantly. As a few examples, alchemists and the mechanics surrounding bombs, and thrown objects. In my experience thrown objects and missing doesn't come up very often, but when there's an alchemist in the party, at least a couple times per game the question as to the proper way of handling misses with thrown objects come up, and that usually slows down the game, between looking the rules up, asking around, and finally agreeing on the proper way to rule it. Another example is summoning. If you have someone who is not very organized, summoning becomes a time consuming nightmare at the table for obvious reasons.
Secondly: Cheating Yes, the harrow cards do add an extra dimension when it comes to cheating, both because fixing a deck is doable by just about anyone and because it's not a very well known system. While yes, cheating does ruin some people's fun, again, it boils down to the players. After all, it's all about having fun. Just because this system adds an extra opportunity to cheat, it shouldn't be a reason for the class to be banned. There are several other ways to cheat, but the question becomes at what point do you draw the line. If cheating is so much of a concern to not allow a whole PrC, then obviously it is a rampant problem that needs to be dealt with swiftly. Instead of the players rolling their dice, we can get the GM to do it for them. And character sheets must be presented as a printed copy to the GM at the start of every session, to avoid opportune scribbles (such as, "oh hey! I did have a potion of cure light wounds after all!").
And thirdly: Overpowered The example that came up was the level 5 ability "Spirit deck". Summing up what the ability does, at level 5, if you have a lot of luck and essentially draw 5 cards that match your alignment, then you deal 25 points of damage to 1 creature within 30 feet, no saves, no resistances. I can see why some people might think this is overpowered, but let's examine why this ability is close to par with other options characters have at level 10 (since this is the earliest this ability can be obtained).
I don't think it's any more easy to abuse than any other class out there. 25 point of untyped damage with no save is nothing compared to a persistent (using a metamagic rod) Pugwampi’s Grace, which can be achieved at much lower levels.
I still disagree with the PrC being broken. If I'm read the 5th level "cards of death" ability right, even if you got 5 cards that match your exact alignment, that's still only 25 points of damage. At level 10 (which is the earliest anyone can get that ability), it's a rather insignificant amount of damage, specially considering it can only be used 1+Cha mod/day.
I think the title is pretty self explanatory, why is the Harrower PrC (and by extension the Harrowed feat) not allowed in PFS? I've been asking myself just that for a couple weeks now, I've talked it with other fellow PFS goers and no one could give me a concrete argument or reason as to why they're not allowed.
Joshua J. Frost wrote:
I just want to clarify. Does the above mean I can, at some point during the scenario turn my bonded object into an appropriate magic item following all the proper magic item crafting rules?
After reading through the crafting magic items sections in the CRB, I had an idea and am wondering if there's anything in RAW that says I can't do this.
Let's say, I have a wand as a bonded object and half way through the scenario I find a wand of magic missiles. Can I turn that magic wand into my new bonded item by paying the 200 gp per wizard level? PFSRD wrote: If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares his spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A wizard can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item. Also, as an FYI. Joshua J. Frost wrote:
I can understand why people would say that the only four elements you are allowed to convert would be fire, cold, acid, and electricity (and may be sonic, depeneding who you are talking to). But as per the wording on the BL, I don't see any note of the such. Even in this, the FYI is quite vague, not staying any concrete sources, and even saying that those five energy types are the ones typically affected by energy resistance (which is not entirely true, since there now is an Aasimar racial trait that gives you negative energy resistance 5). That's why I am lead to believe that if it's damage that can't be negated by DR of some sort, it probably is some type of energy damage (except untyped damage).
I posted this on the Rules forum, but anyone has yet to provide me with a RAW answer. Here is the original post
Quote:
And this is the original post. Can you please provide a definitive answer, or at least the source of where I might find one?
Can someone quote where it states that fire, cold, electricity, and acid are the four main types of energy? So far from what I gather from this thread, you can only turn a spell that deals those types of energy into a different type with effects like a sorcerer's bloodline. So a magic missile could not be turned from force to fire, much like an inflict XXX wounds spells couldn't be turned into fire damage.
Spells such as inflict light wounds and cure light wounds channel negative and positive energy respectively, for effects that change the type of energy damage that you deal (such as a sorcerer's elemental bloodline arcana or the elemental spell feat), would they affect that type of spells?
Simple question, can you deliver a touch spell through a natural attack? That is to say, I cast a touch spell (say shocking grasp), make a regular attack with a natural weapon (say a claw or bite) and if you hit, in addition to the damage from the natural weapon, deal the damage from the touch spell.
If you were to choose the blackened curse (from Blood of Angels) and the flame mystery, what happens with bonus spells that overlap (i.e. burning hands and wall of fire)? Would you be able to get different spells from them? Or are you SOL for those bonus spells?
Hello all! I'm working in a different province from my place of residence, and when I packed up my stuff I highly doubted that I would be playing any Pathfinder Society during my employment. Now I find out about Free RPG Day and that there's a store near by running the new module there. Now, I have a couple characters that are between levels 4-6, so normally I could play said module, but I have neither their character sheets nor their chronicle sheets... is there some way I could play the scenario and apply the credit to one of my characters? May be use one of the pregens and apply the credit that way?
Is it possible to create a character with the Undead Lord archetype for PFS? I picture this character as someone who uses undead to destroy other undead, something like fighting fire with fire. I figure he would be LN, and have a set of rules he would never break, all of this in order to not go into the darker side of undeath and such.
Hi, I need to convert the Beguiler from the PHB 2 to Pathfinder. There's a long story as to why, so any suggestions along the lines of "just make an enchantment wizard" and such are not useful. Anyway, after looking over the class, I noticed they get something more interesting than skill points, +1 HD or BAB every level except 9th, 13th and 17th level. For level 5 and 10 they get Silent Spell and Still Spell as a bonus feat, I'm not sure whether or not these are features worth while on their own (although for 10th level they get access to a new spell level), so for now I ignored that and just let it be. For 9th level what I have planned is giving them the choice between the wizard's Irresistible Demand or the Fey bloodline sorcerer's Fleeting Glance. At 13th level I gave them the choice between the wizard's Shape Emotions or the Fey bloodline sorcerer's Fey Magic (usable only a number of times equal to 1/2 your beguiler level). At 17th level (which I doubt my group will ever get to) I have nothing... so any constructive suggestions are welcomed. The reason I picked those class features for the beguiler is because I see the beguiler as a class that focuses in enchantment and illusion, the enchantment options come from the APG's alternate class features for the wizard, and the illusion options come from the Fey bloodline.
After looking at this thread, I saw the formula used there to calculate the PDR and really liked it. After a few tries to use the formula, I came to the conclusion I should not have passed grade 10 math. I can't seem to use the formula right, as every time I try to check the numbers the people use for their builds I get a completely different number every time.
Here is an example of the numbers I use to calculate the PDR for Falchion Fred (the second build posted I believe) h = 0.51 (0.85 x 0.6, chance of both attacks hitting in one round)
I then input this into the formula and get
A Man In Black's result was 59.25, far higher than what I got. Could someone please tell me what I'm doing wrong, since this is sort of driving me nuts...
Or if you have the Races of Stone book (3.5) and look at page 139 it shows you the fling ally feat. Basically it takes a move action to pick up an ally and a standard action to throw them. It's a ranged touch attack vs. AC 5 to throw the ally into a specific square. I would make the halfling ready an action to grapple when he gets closer to his target and on his turn he could start eating. There's also the fling enemy feat, but that's a different story. |