Theoretically, if one of the hybrids had all the necessary class abilities to be replaced by a parent class's archetype, it could use it, leading to the possibility of being able to simultaneously use archetypes from multiple classes without multiclassing. In reality, I'd guess this isn't likely to come up. Archetypes rarely replace the core class abilities of a class, and these hybrids are likely to have little other than core class abilities in common with their parent classes.
Yeah, I don't disagree. I kind of like Brilliant Energy for a magus using the Ghost Blade magus arcana, but for some reason I thought a magus using the property in this way effectively got to count it as a +1 equivalent enhancement bonus. Going back and reading everything again now, it seems this isn't the case. At +1 equivalent bonus, Brilliant Energy's awesome, though. (: It's possible (and likely in fact) that the designer of the Ghost Blade arcana just didn't realize Brilliant Energy was so over-costed, as the prerequisite for Ghost Blade is nine levels of magus, by which point your arcane pool can only be used to add +3 equivalent bonuses. That Brilliant Energy property isn't even usable when you gain the power. Not to mention this thread brought to light (for me at least) how awkward it is that Ghost Blade expands your list of options to include both Ghost Touch and Brilliant Energy. I see what they were going for... Having Brilliant Energy is sort of like being incorporeal, so it's tacitly related. It is kind of a nonbo, though.
Redcap's Corner is proud to present the second annual Unseelie Court, a roleplaying event focusing on Pathfinder Society and spanning nearly a full week, from October 15th to 20th. For Pathfinder Society, we're running several of the multi-table convention-only specials, as well as all the new scenarios for season five, and several sanctioned modules! We're also running select Shadowrun and Dungeons & Dragons events. Check out the comprehensive schedule on our Warhorn.
Sorry for all the spoiler conversation: Well, I rolled out all the dice for my spellstrike shocking grasp against Krune, which was intensified and empowered and which crit, and it would have dealt nearly double my full hit points in damage, the majority of which came from the shocking grasp, which--if I'm not mistaken--would have been redirected back at me because of Krune's active spell turning. It would have been my fault, but I'm pretty sure I would have been very, very dead. And if I hadn't killed myself, I'm told Krune's first move was to use horrid wilting and then trap most of us in the other room with a wall of stone. I believe the damage from that horrid wilting (and I definitely would have failed my save) was enough to kill me also, though now that I'm doing the math our GM would have had to have rolled pretty high above average for that to be true. I was playing up with a single-classed d8 HD character with 14 Con. That gives me, what, 67 total HP? I think I had taken a little bit of damage from one of the summoned creatures also.
I have three issues that need more or less immediate reconciliation. I've looked around a little bit, but haven't found answers. My apologies in advance if these answers already exist elsewhere and I missed them. 1) The guide references a document for seasons 0-4 that spells out secondary success conditions. However, no such document exists at the given link. My store has older scenarios scheduled for tomorrow and Wednesday of this week (as well as more or less every Tuesday and Wednesday thereafter) and currently there's no official way to for players to earn their second prestige point. Help! 2) When reporting scenarios there are now four success condition boxes that can be checkmarked. I looked through the guide and found no references to these, and I don't have time to read through any of the new scenarios for context clues before tomorrow. Are these various success conditions that will be spelled out in the scenario above and beyond those tied to prestige? Do any of them need to be checkmarked for older scenarios? Help! 3) There seems to be a bug in the reporting system with respect to GM faction. The "GM Faction" dropdown is supposed to represent the faction of the character to whom the GM applied credit for that scenario. Instead, at any time after the box is auto-filled when the GM character information is entered, it changes to show the faction listed on the GM's paizo.com profile. This makes it impossible to go back and fix mistakes where either the GM accidentally reported the wrong faction on his or her sheet or had the wrong faction listed on his or her characters's profile. It also has the side effect of allowing anyone reporting a game to change the faction displayed on any other GM's paizo.com profile. This is less important in the immediate sense, but I thought it should be addressed. Thanks!
Rogue Eidolon wrote: Question Answer: It was never explained to us what he was actually doing and we may have jumped to some incorrect conclusions, but we did have to fight some summoned monsters before he appeared. We took them out very quickly and then telekinetically charged our paladin at the gem in the next room because we believed it was part of the ritual being used to awaken Krune, at which point Krune appeared and we took him out in less than a round. We had also deactivated all of the runes in the hallway beforehand which lowered his hit points significantly from what I understand. Without having read the scenario myself, I honestly believe our GM was very, very well prepared to give us a challenge. It just came down to initiative, and he lost it.
I played this game with my magus 8, a wizard 10, a wizard 11, a paladin 11, and a zen archer 11. We were all pretty optimized, but mind you we played it on hard mode with only five players and I was playing up. We were also playing with a local venture-lieutenant as GM who was very, very prepared and had a good strategy worked out in advance for Krune. We took the runelord down in the first round before he even got a turn. ...And then we did the math to figure out how the round would have proceeded if he hadn't gone down, and I absolutely would have died, as would the zen archer have, but that's not the point. (: I took down a runelord without lifting a finger.
THE SEELIE COURT
The Seelie Court is the second mini-convention we've run in-store at Redcap's Corner, and the first (last October's Unseelie Court) was a resounding success! This time around we're focusing on the multi-part scenarios offered in seasons 1, 2, and 3, with a sprinkling of other recent scenarios to keep options open. Slots are filling up, but there's still plenty of room! Below is a list of everything we're running and when we're running it. I hope to see everyone there! Series Scenarios
Stand-Alone Scenarios
Slot 1 = Friday, May 17th @ 7PM
I have them applied to three different characters, and I'm still getting the error on one of them. I've tried deleting the session with the error and re-reporting it, and it fixes that error but adds the error to one of the other sessions. It's like it always wants the error on the second most recent character. It's bizarre.
Just so I'm clear, tier 1 to 2 sanctioned modules can be GMed infinitely for 1st level credit too? Or is it only for playing? I ask because I've now GMed We Be Goblins three times, and was under the impression I could GM it multiple times for credit. I don't care if I can't, and I'll happily tear up the chronicle sheets for the second and third characters if they were applied in error. I'm just confused because the reporting system keeps yelling at me for one of the three (but only one, not two) times I GMed it, saying I've already received credit.
Parking is pretty great actually. It's street parking, but most of it is free (and freely available) on the weekends and after 4:30 during the week, plus ALL of it is free on Sundays, and even if you find a meter spot on Friday or Saturday you get half an hour for each quarter. It's not bad at all! Spots are filling up, and I think we have fewer than five spots left for Friday night's Year of the Shadow Lodge. Those of you who haven't signed up yet, I encourage you to do so soon! If all of our tables in a given slot reach the point where there are four or more people signed up for them, I'll start adding additional tables to those slots (with the exception of Friday night which is hard-capped). Thanks, guys!
Vic Wertz wrote: We are completely fine with distributors doing that. (I do know that sometimes, lead times just don't allow that, though.) If it happens regularly, you might want to just make sure your distributor knows the actual number of days it takes for you to get your deliveries, and ships accordingly. We're a one-day ship for ACD, Alliance, Southern, and GTS and all of our reps know that. The trouble is that distributors won't release product to stores to arrive before the street date unless the manufacturer gives them express permission. Wizards of the Coast maintains an early release list that they share with distributors (granting those distributors the ability to ship some products to specific stores early), Privateer Press allows distributors to ship products to arrive the day before release, GW basically handles its own distribution but always gets product to us a day or two before the street date, etc., etc. The point is, our distributors definitely believe they're not authorized to get us Paizo products before the street date, not even by one day, which means we lose out on a ton of sales because consumers don't (and shouldn't have to) know our shipping schedules. I understand that you're fine with it (and frankly I'm overjoyed to hear it), but each distributor needs to be given express permission from you folks at Paizo, or else we're going to continue not having your products available until late afternoon or evening on the day of release. Vic Wertz wrote: Frankly, this experience taught me exactly why it makes sense for WizKids to be exclusive with Alliance: if stuff were going from China to WizKids to multiple distributors—which is exactly what it did before they went exclusive—the same problem would exist. By cutting out that extra step, WizKids, Alliance, and the retailers all get to have decent margins. This is interesting news, and not at all what several of our reps at other distributors believed for whatever reason. Thanks for bringing it to light! I can see how WizKids putting fulfillment in your hands for other distributors would drive up the price and make it hard for anyone to break even, though I'm not sure how them being exclusive with Alliance helps anyone's bottom line but Alliance's. Sending the product to other distributors by way of Paizo puts a big strain on the mark-up, but just doing it themselves shouldn't add any cost at all. Doing huge freight shipments to four or five distributors as opposed to doing a huge freight shipment just to Alliance doesn't seem like any sort of difference at all. From a retailer's perspective, Alliance's recent push toward picking up manufacturer exclusives seems mostly like a desperate grab to force retail customers to continue to order from them, since they're otherwise losing a lot of ground to the distributors who focus on customer service. Thanks for all the insight, though!
Thanks for responding so promptly and being so proactive, Lisa! As always, thanks for all your hard work! I spoke with Alliance earlier today, and they seem to think they may actually be able to get a restock at some point, which is interesting because my other distributors still seem to think they aren't able to stock it. Perhaps their buyers just don't want to stock it because the discount is so much worse for them than it is for Alliance. Either way, Alliance has no time frame on a restock, but believes it's happening, and claims that stores who got cut hard on the first shipment will have priority on the second shipment.
Hello there, Paizo folks! I would have emailed you about this, but I didn't know who to email or where to find your email address. I'm a retailer who proudly stocks your products, but this week I've been under a lot of stress and I have to admit that most of it has been Pathfinder-related. As such, I wanted to voice my concerns--not because I need to vent or want to smear your company's name (just the opposite, in fact)--but because I know that most game manufacturers don't have much experience as retailers and it isn't always obvious for manufacturers what things are going to affect retailers negatively, or how to avoid those pitfalls. I'm writing this because I think I'd want to know these things if I were in your place. Street Dates
This past Thursday, UPS arrived around 4PM to bring me Ultimate Equipment, Paths of Prestige, Skull & Shackles part 6, Shattered Star part 1, the new module, and the book on Varisia. 4PM's not all that late, I realize, but for an events-oriented store such as my own, the sweet spot for sales is from about 4PM to 7PM, making it nearly impossible to check in product until quite late in the evening, which means we effectively got all the new Paizo product a day late. If we had received it even an hour earlier, it would have been a different story, but there's nothing I can do to affect how early UPS arrives. I'm at the end of a route, so it gets here when it gets here. And to be perfectly honest, every time a new Pathfinder hardcover releases, we get half a dozen calls about it from 12PM to 2PM, which result in half a dozen ginger statements to the tune of "I'm terribly sorry we don't have it yet, but I promise we'll have it as soon as UPS arrives. When, you ask? Sometime before 7, probably!" This makes us look unprofessional, and honestly loses us quite a few sales. And this happens every single time a core book releases. I completely understand not wanting to open the floodgates for early shipment, but could you please, please, please authorize distributors to ship products to arrive the day before their street date? I know it's possible, because a significant number of major manufacturers with high-profile street dates do it (Privateer Press, etc.). Some stores will inevitably sell product a day or an evening early, but I just can't see how a few unauthorized (and also unpublicized) early sales could possibly be a bigger problem than other stores literally not being able to sell the product when customers expect to be able to buy it (the publicized street date). Pathfinder Battles
For Heroes & Monsters, I stocked up well in advance, and I think I planned pretty well because I currently have only five boosters sitting on my shelf from my original order. I'm pretty good at gauging demand for a product. Well, I preordered what I believed to be the appropriate amount of the new set too, but I'm already sold out for what I can only assume is forever, because despite the earliness of my order, I was only shipped two bricks. Two bricks. And ZERO huge bricks or Rune Giants. That's a tiny fraction of my original order. I was all set to personally buy a case too, but I had to forgo buying any so that my customers would have first crack at it. WizKids, as I'm sure you know, is exclusive with Alliance, but despite that fact Heroes & Monsters was available from other distributors (at a crappy wholesale rate, but available nonetheless), and I was told that that was because you guys had required it as part of your contract with WizKids. So, disheartened at having my order cut so dramatically by Alliance, I called up other distributors to see if I could get more product at a crappy discount, only to be told that WizKids decided only to print enough product this time around to fulfill their obligations to Alliance, Paizo, and their own direct orders. In essence, WizKids said "sure, other distributors can buy it from us, but shucks, we just don't have any to sell to them." And seeing as I got such a tiny percentage of my order, I can only assume they tried so hard to cut out other distributors that they didn't print enough for Alliance this time around either. Ideally I'm wrong about this, and WizKids has a reprint lined up for once, but I'd be very surprised, as it honestly sounds like the shortage was intentional, which is a real shame. As it stands, my customers weren't able to get huge minis from us for this set, and only 16 regular boosters made it into circulation through us. And if it were our fault, it would be one thing, but we did everything in our power to secure a large number of boosters early, and the set was available on our shelves for a grand total of two days. It didn't even make it to the weekend. Anyway, thank you as always for putting out the products that you do and being the company that you are, and I hope this information is useful feedback to you in one way or another. I know that street dates are important and I'm sure WizKids wasn't botching distribution of your property with your blessing, but I thought you should know how these things have the potential to affect retailers for the worse. I look forward to your future releases!
You mentioned synthesists earlier. It's a moot point, I suspect, as they're no longer PFS legal, but what exactly was the problem with them? They seem to me to be strictly a downgrade in power-level from a vanilla summoner. They have half as many actions and half as many bodies. I understand disallowing them from the Society as they create loads of awkward roleplaying weirdness, but I didn't for a second think power level was part of the issue.
Does anyone know of a Paizo-published module, adventure path, or Pathfinder Society scenario that features at least one NPC using one or more archetypes? I have a specific (but largely uninteresting) reason for asking, but I just found it weird that I hadn't personally come across any NPCs yet that took advantage of what seems such an integral part of Pathfinder.
Gilfalas wrote:
I apologize for being snippy, but you're repeatedly bringing up an irrelevant point that I've long since accepted as likely and which is currently the topic of some debate in a completely different four-plus-page thread in the same forum section as this one. Of course I want my posts responded to, and I'll quite happily engage in polite discourse, but when I keep saying "sure, I accept what you're saying as correct" and you keep responding with "no, you don't understand, I'm really, really right on this one," I hope you can see why it looks like you're intentionally picking a fight, and arguing just to argue. A difference of opinion is what I'm having with blackbloodtroll. With you, I'm having an opinion in common repeatedly reiterated with increasing aggressiveness.
I don't know why you're so determined to have this argument over again. Haven't you had enough of it from the other thread? I've conceded over and again that I'm happy to accept that interpretation, and it's irrelevant for the purposes of this thread anyway. If it's really so important to you that I indulge in willful ignorance of the other interpretation, then sure! There's no other way you could possibly read the speed property. It's clear as crystal. It's so clear it doesn't even need a FAQ entry that effectively says "this is obviously too good, so it just fails to work without further clarification."
It's not a spell storing weapon. It's a vessel for the spell storing property to be applied to natural weapons. Let's say for a second that the magus could use her arcane pool to add spell storing as a property to her weapon (like she can with keen, frost, etc.). Those benefits last for 1 minute, right? So, what happens when the magus bestows her weapon with spell storing and stores shocking grasp in it, and then fails to hit and deal damage to any enemy for more than a minute? The weapon loses the spell storing quality, which causes the shocking grasp to be wasted. The amulet acts in exactly the same way. It doesn't have the weapon properties, it bestows them on natural weapons. This is RAW as far as I can tell (unless natural attacks don't count as individual weapons).
blackbloodtroll wrote: I dare you to explain what happens when an AoMF with multiple stored spells is passed on to a creature with less natural attacks than the previous wearer of the Amulet. Challenge accepted. It honestly seems pretty obvious to me. I'm wearing a spell storing amulet of mighty fists. I store bestow curse in my bite. I store blindness/deafness in my left claws. I store hold person in my right claws. I then remove the amulet and hand it to my buddy who only has a tail slap. When I remove the amulet, each of my natural weapons loses the spell storing quality which means I wasted my bestow curse, blindness/deafness, and hold person spells, each of which is now no longer stored in my non-spell storing natural weapons. My buddy puts on the amulet and now his tail slap has spell storing but no spells stored in it. If he wishes he can now choose to store a spell in his tail. Nothing is stored in the amulet, it's merely a vessel for bestowing a particular weapon property or enhancement bonus (or combination thereof) to natural attacks and unarmed strikes. It bestows spell storing, but it does not itself store spells.
It seems there are two conditions for having the free two-weapon fighting: A) You must be raging.
The rules of the game say that conditional feats are lost when the condition isn't met. It doesn't say anything in the rage power's description about gaining TWF for the entire round when you make an unarmed strike. It says you have it WHEN you make an unarmed strike. So, RAW it seems to provide you the benefits of the feat for the unarmed strike but not for the primary weapon attack, leaving you with -4 (your following off-hand attack is with a light weapon but you don't have the feat) / -2 (you're making an attack with a light off-hand weapon and you have the feat) on your attacks. I'm 100% with you that the rules didn't mean for this to happen, but it does seem to be what's happening.
Gilfalas wrote:
I understand that argument and I'm willing to accept it, but you must realize that isn't the only reading available. Although haste is the prerequisite spell for the weapon property, the weapon property explicitly states that the weapon itself is what's granting the extra attack with that weapon. I'll happily read that the way you'd like me to, but it is by no means cut and dry.
blackbloodtroll wrote: In the case of spell storing, you must realize that though it effects multiple attacks, the Amulet is only a single item, thus it can only store one spell. RAW the amulet doesn't hold the spell. It grants spell storing to each of the natural weapons. I don't think that's even debatable by the wording.
blackbloodtroll wrote: The power does not say that you gain the effects of the feat when using only unarmed strike attacks. This means that at least one of the attacks used while two weapon fighting must be an unarmed strike, but not all. Actually, I see what he's saying. I was arguing the same thing as you, but technically the two attacks are not made at the same time, and as soon as you're making the attack with the manufactured weapon, you're no longer making an unarmed strike, and thus you no longer have two-weapon fighting, so you'll be making that attack without the feat (at -8 or whathaveyou). Weird.
blackbloodtroll wrote:
I'm willing to accept that all unarmed strikes count as a single weapon, and I'm willing to accept that the reason speed doesn't affect multiple natural attacks is because it doesn't stack with itself. Neither are explicit in the rules, but I'm happy to accept those rulings as fact. Regardless, a creature with a spell storing amulet of mighty fists and multiple natural attacks should seem to be able to store multiple spells, right?
The rules don't seem cut and dry on this one. To be fair, that rage power DOES do something if you assume that the barbarian is wielding a single weapon and using her unarmed strikes as her off-hand weapon. It just doesn't do what it reads like it does unless unarmed strikes can be multiple weapons. I guess I'll leave this one up to GM interpretation since the rules aren't clear. Let's assume for a second, though, that all unarmed strikes do count collectively as a single weapon. What if I also have a natural attack? Is my natural attack one weapon, while my unarmed strikes are a separate weapon? What if I have two natural attacks and also use unarmed strikes? Am I up to three weapons? I've been catching up on the other thread, and I can see using haste justifications to augment SKR's ruling on speed (though that justification is by no means cut and dry either) rather than the "your body is a single weapon" justification, but if that's the case the ruling certainly doesn't apply for spell storing with regard to natural weapons. You can absolutely wield two spell storing weapons simultaneously RAW, right?
There is a ruling in the FAQ that an Amulet of Mighty Fists with the Speed property doesn't grant an extra attack with every single natural wespon for creatures with multiple natural attacks. There's no rules justification. It just says it would be too powerful. And I don't disagree. I also understand that unarmed strikes aren't natural attacks, but presumably this ruling extends to unarmed strikes where attacks are explicitly made with two different parts of the body (a'la two-weapon fighting). Is the intended reading of this ruling then that different natural or unarmed attacks don't count as different weapons? Wouldn't that prevent use of unarmed strikes as part of two-weapon fighting? Or is flurry of blows already the only legal use of multiple unarmed strikes as two-weapon fighting? I don't know because I never really play TWF characters. Anyway, I need to know because there's another property I want to put on an Amulet that still cares whether or not my fists are separate weapon from one another: spell storing. I'm not trying to munchkin anything, and I don't care what the answer is because I'm not trying to use the ability to cast multiple spells per turn. I just want to make sure I understand my character. It seems to me that enhancement bonuses are intentionally way more expensive on an amulet because it assumes you're applying the benefits to a variety of different attacks, which implies that they're separate weapons. It would be nice to be able to load different spells into different fists, so I had choices when attacking an enemy and could attack them two rounds in a row without having to reload.
Hex Strike is an interesting feat from Ultimate Combat, but I found myself a little fuzzy on its possibilities upon reading. I have the following questions about the feat: 1) It's not possible to use a swift action on an opponent's turn. Does that mean when delivering unarmed strikes as attacks of opportunity, this feat doesn't grant its benefit? Or is it reasonable to assume that you could then expend the swift action at the beginning of your turn to hex the target? 2) Presumably the use of an unarmed strike to deliver a combat maneuver (such as disarm or trip) should still be compatible with this feat, correct? 3) The feat states that you "deliver the effects of the chosen hex," which is a fairly stark contrast in wording to "cast the hex" or "use the hex." There's a reading of that wording that implies that they get no save against the effect. The effects are simply delivered, seemingly outside of the usual way (which would include a save). This is likely not the correct interpretation, but I wondered if anyone had thoughts about it. 4) And finally, my playgroup has always used a rule (which may or may not be a house rule) that allows you to trade any action for a lesser action as a logical extension of the ability to trade your standard action for a move action. This allows you to trade a standard or move action for a swift action (allowing you a potential three swift actions per turn as long as you're not doing anything else). Regardless of whether or not that's a house rule, let's assume it's somehow possible to take two swift actions in a turn. If you take the Hex Strike feat twice, choose two different hexes, and then make an unarmed strike, am I reading it correctly that each of the two feats will trigger upon success of your attack, allowing you to deliver the effects of both hexes with the expenditure of one swift action per hex (so, two swift actions in this example)? So, if your BAB is crappy (which it is because you're a witch) and it isn't worth making a full attack, but you began your turn next to an opponent, given the possible house rule listed above, could you punch the opponent and then use two swift actions to activate two hexes? Also, can anyone confirm whether or not the action trade-down is a real rule, and if so, can anyone cite where I could find it? Thanks, guys!
Pg.142 under Orc Weapon Expertise feat Disrupter: Add +3 to opponents' concentration checks to cast a spell within your threatened area. I'm quite sure this was intended to add +3 to the DC of opponents' concentration checks, but as it is now it's a really, really bad ability to choose, funny as it is to think of an orc so fierce he actually calms enemy spellcasters he threatens.
On a related note what about str checks to break the bonds while tied up?
Redcap's Corner is pleased to announce a new ongoing Pathfinder campaign at our store in West Philadelphia. Faced with changes to the Pathfinder Society campaign that left us short of content for our player base, we undertook to generate an ongoing in-store campaign. We're well underway, and we run our first sessions this coming Wednesday, December 1st 2010. Sessions will run every Wednesday at 6pm, and players of any level of experience are encouraged to drop in - players can play as often or infrequently as interest and availability allow. For more info on the campaign, check out our wiki at obsidianportal.com/campaign/redcaps-corner-pathfinder for maps, regional history, character creation guidelines, and more; we're updating and expanding the wiki every day. We're very excited about the new game, and hope you'll catch our excitement. Hope to see you soon as a new recruit to the Mithral Guard!
Hi, this is Gil from Redcap's Corner. A few things, first we are back to Wednesdays at 6pm for our regular Pathfinder night, so that's correct on the store info. And, due to recent changes to the the play structure of PFS, we've stepped up to supplement our Wednesday offerings with an ongoing organised-play style Pathfinder set in a world of our own creation. We will be offering sessions on a weekly basis, and players can drop when they like, similar to PFS. Info on the world can be found Obsidian Portal at obsidianportal.com/campaign/redcaps-society-pathfinder We encourage anyone with interest to drop by the store and check it out!
I ran a magus at 2nd level and then at 3rd level through two Pathfinder Society mods (using Pathfinder Society character building rules) last night and thought I'd share my playtest data and thoughts. WARNING: this is long, but I think it's worth the read. My suggestions are at the end, so skip ahead to that section if you're not interested in the analysis and discussion, etc. CHARACTER AT LEVEL 3
Initiative: +1 Str: 19
Hit Points: 27
Feats: Combat Casting, Power Attack, Weapon Focus (scimitar)
Melee: +1 Scimitar +9 (+4 Str/+2 BAB/+1 trait/+1 enhancement/+1 Weapon Focus) 1d6+5 (+4 Str/+1 enhancement) 18-20/x2; if using Spellstrike with shocking grasp attack bonus increased by +3 against those wearing metal armour and damage output increased by +3d6 electricity, if using Power Attack attack bonus decreased by -1 and damage output increased by +2, and if using Spell Combat attack bonus decreased by -4 Concentration for casting defensively: +11 (+3 caster level/+2 Int/+2 trait/+4 Combat Casting) Skills: Knowledge (arcane) +8, Knowledge (dungeoneering) +8, Knowledge (planes) +8, Spellcraft +8, Use Magic Device +4 Spells: all cantrips (DC 12), burning hands (DC 13), colour spray (DC 13), expeditious retreat, hydraulic push, magic missile, obscuring mist, shield, shocking grasp, true strike; 0: 4/day; 1: 4/day Equipment: Backpack, Spell Component Pouch, Spellbook, Masterwork Chain Shirt, +1 Scimitar DISCUSSION
Most of the fights in both mods were pretty standard brawls and I found myself doing a lot of just hitting things and saving my spellstrike for boss fights. I was rolling pretty well, but I often found that I didn't really need to be, as I was hitting pretty hard regardless. Many of the fights were triggered while I was still reasonably far from the action, so a frequent tactic was to take a move action and then cast shocking grasp and hold the charge, only to charge and use Spellstrike and Power Attack on the following round for a total bonus of +10 (hits most things) and a damage output of 4d6+7 or 8d6+14 on a crit (pretty excellent). I was reasonably consistently hitting and without shocking grasp I was still outputting 10 to 12 damage, which is respectable I feel. I found that my low AC didn't leave me survivable enough to stay knee-deep in melee unless I was sure I was going to kill my opponent, so I rarely managed to use Spell Combat, but I did once or twice to good effect (though I rolled really luckily). In the last encounter of the Frozen Fingers of Midnight, I... Spoiler:
rolled my minimum concentration to cast defensively (8 on the die, for a 17 total) and rolled an 18 on the die (22 total) confirming with a natural 20 to deal 41 damage to the last standing zombie who only had 2 hit points left anyway! There were two encounters in the Beggar's Pearl in which I was completely useless. Spoiler: I also spent an entire fight in the Frozen Fingers of Midnight unconscious, but that was due to my own stupidity, not any deficiency of the build or class (unless you consider my character's Wisdom of 7 to be the cause).
The derro who could cast darkness effectively shut me out of combat, since my perception modifier was -2 so I could never, ever find him in the middle of a dark arena. And then the derro cleric with the fear aura just kept me panicked the whole time anyway since my Will saves are so bad. ANALYSIS
I went the route of great Strength at the expense of Intelligence and the outcome was I never felt comfortable preparing any spell that allowed a save. Odds of success with a 13 DC just weren't good enough. This left me preparing shocking grasp and shield all day long, but only being able to use shocking grasp two to three times per day and without having the benefit of it being a touch attack. It was still usually going to hit, granted, but a fighter or barbarian gets its bonuses to damage every turn, and whereas the magus did a fair bit more damage when it got to use its shiny toys, it just couldn't do it enough. I did actually miss a hit using Spellstrike once too. It was a bad feeling. Had I gone the route of high intelligence, I might have had an extra spell per day and been able to use colour spray or burning hands but I wouldn't have been able to hit anything in melee, so I'd be a wizard with fewer options and a stunted spellcasting progression. What I'm getting at is a class that can either be a bad but slightly tougher wizard or a bad fighter with spells it doesn't have any business using is not going to be fun to play. It needs to be a good version of one of those classes that goes about solving problems differently. Since being a good wizard with melee capabilities seems problematic to balance, I strongly suggest making the class a good fighter that uses spells to supplement damage rather than feats or rages. The class is on the right track, and I think Spellstrike and Spell Combat are great mechanics with a lot of promise. I just think the frame of the class is wrong somehow. Spell Shield as a Magus Arcana is also really bad. I never used it once. The notion of having immediate access to a shield bonus is cool, but since shield and mithral bucklers seem like such obvious tools for this class, it's rarely ever going to be relevant. And that's not to mention that the class doesn't have enough spells to ever make it a good idea to use this. I'll always take an extra hit (which probably would still hit even if I used the ability) to make sure I can get an extra 3d6 damage out of my decision. Unfortunately, there wasn't much else I could choose at 3rd-level for arcanas, and certainly nothing that seemed better. The options are Still Magic (fine but boring), Silent Magic (fine but boring), Maneuver Mastery (which is cool but not for my build), Familiar (which is cool for flavour reasons and a good choice but doesn't really add anything to combat), Concentrate (okay, this one is actually probably better, especially for people who haven't yet taken Combat Casting... I just felt my concentration was good enough already), and Arcane Accuracy (suffers all the same problems that Spell Shield does). Lastly for analysis, Combat Casting seems like a feat tax. I know it seems like giving it for free would fight one of the downsides of Spell Combat, but maybe the downside to Spell Combat should just change. With or without it, this class always wants to take Combat Casting. Always. That -2 to concentration isn't the reason, I assure you. RECOMMENDATIONS
2) It should have more daily access to 1st-level spells, and maybe even other spell levels as it continues to level. What I'd recommend? Each day choose one touch spell in your spellbook and you get an extra number of castings of that spell for that day equal to your Intelligence modifier (or maybe Int + 1). This is another incentive to keep Intelligence reasonably high if you're focusing on Spellstrike with no-save spells, but it also allows you to prepare other more interesting spells if you want, without feeling like you need to prepare all shocking grasps. This is especially cool, because right now I feel like Spell Combat is mostly just a vehicle for Spellstrike, but if I had the option to prepare colour spray it would be awesome to use it against the three dudes in front of me, and then hit the one who made his save, rather than just always defaulting to spellstriking as a full-round action. I like that this also scales with level, allowing you to use it with shocking grasp now, but a 3rd or 4th-level spell instead later. 3) It could stand to be able to spontaneously convert prepared slots of the appropriate level into the spell chosen each day too. Say, I'm 4th-level, have a 16 Int, and choose shocking grasp, I would get three extra preparations of the spell and if I wanted I could convert any 1st-level spell slot into it, but not my 2nd-level slots. 4) It's likely going to be really fragile at low levels, and I'd strongly recommend giving it medium and heavy armour proficiencies right away, but still not forgiving ASF for medium and heavy armour until 7th and 13th-level as current. It might be worth the risk of occasionally messing up some spells to be a little more survivable at low levels, and it would at least open up the option of a mithral breastplate before 7th-level. 5) Spell Shield and Arcane Accuracy need to be worth what you're sacrificing, and I promise you right now they're not. I think both should grant a bonus equal to spell-level sacrificed + 2. A 6th-level spell has almost certainly got to be worth at least a +8 to AC or hit. I don't know. At the very least the shield bonus should be changed to something that stacks with shield. Deflection bonus, perhaps? 6) There should be a magus arcana choose-able at 3rd-level that allows you, once per day as a swift action, to ignore armour, shield, and natural armour bonuses on all attacks this round. Once per day isn't game-breaking (especially since you can't choose it more than once), but this is a meaningful effect that will give the magus some utility against high AC fights. 7) Grant Combat Casting as a bonus feat and change the -2 to concentration on Spell Combat to -2 to AC until the beginning of your next turn, or something. Other big splashy maneuvers such as cleaving or charging give you the -2 penalty to AC, so I could definitely see it applying. And it's a really meaningful downside for this class at low-levels. 8) There should be a touch spell cantrip on the class spell list. Touch of Fatigue comes to mind. They should get to play with their toys, even if they're not doing much with them. I'd have been 200% happier with my playtests last night had I been able to Spellstrike fatigue instead of just hit when I wasn't using shocking grasp. 9) I also think calcific touch, ghoul touch, vampiric touch, and instant armour are great spell suggestions.
When using the eldritch glaive invocation, it specifies that you get iterative eldritch blast melee attacks, but it definitely doesn't mention anything about iterative regular eldritch blast attacks. The problem you're going to run into with house-ruling the class is that, whereas at high-levels the lack of iterative attacks is underpowered, I think you'll quickly find that the addition of iterative attacks will be overpowered. 27d6/round as ranged touch attacks with good range so you never even have to move to get into position? Actually, that sounds like a lot, but I guess average damage would only be around 100 or so, so maybe it's not that bad.
I'm a big time travel nerd and flipped through a copy at PaizoCon (didn't buy one yet), flipping immediately to the "time travel" page only to see that they (presumably) accidentally used the same heading for the first two sections on that page. Whoops! Not a big deal, though! It could also be that this was a genius play on their part, sending the first section back through time for a full rewrite immediately following in the section below! Who knows?
I will say that playing a witch is a lot of fun! It's a great class with a powerful list of spells. If I could get my Advanced Player's Guide wish, a lot of their hexes would be changed to swift actions, because they do have a tendency to require a lot of set-up time if you want to be best utilizing both hexes and spells. By the time I've nerfed some dude's saves with Evil Eye, and bestowed a curse upon him, he's pretty much dead anyway, which can be frustrating. They excel in really hard fights, however, tipping the scales in favour of the PCs when the odds are against them. Right now, I'm running a 6th-level witch with Misfortune, Evil Eye, Cackle, and Flight. I recommend it! Alternatively, a witch with Fortune and Healing hexes sounds like a lot of fun too. Cackle's a must-have either way!
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Hello, I currently have 6 core rule books pocket edition for Pathfinder 2e and one of the same in hardcover in my sidecart along with my lost omens ancestry and beastiary 3 coming as a part of my subscription. I would like to cancel 3 of the core rulebooks pocket edition as I bought them for my players in store already. How would I go about doing that? Thanks again Paizo! Love your system and your community!
I have loved RPGs for as long as I can remember, and one of the biggest things my friends and I have enjoyed about them is the ability to be extremely creative with everything you can do. My friends and I love other games besides Pathfinder and other great tabletop RPGs, and one of our long time favorites has been the Elder Scrolls series and most recently Skyrim. The reason I bring up Skyrim is that it is a game where you go in and you are classless, you don't have to fit any role you simply play the way you want and that is what you level up. I am asking you as a community to help us as we continue to explore this idea of at least starting a classless system. Our first idea is similar to the point buy method for stats, only you don't use them for stats alone, you would use them for class abilities, so Rage, sneak attack, increased movement speed, trapfinding, animal companions, mounts, Eidolons, basically anything in the game can be brought through this point buy system and later as the character progress by spending XP similar to World of Darkness if you have used that system. To make things easy we wanted to start off with each person having 100 points and still having one starting feat, 2 if human. (Racial archetypes we are leaving the same. ) So for example -
having feats at every level is 25 points (instead of every other level as standard rules), feats would be 10 points if one wishes to buy a feat. Good saves for everything is 45 points (15 points per save) Total cost - 95 points You have 5 points left over which will be giving to you at 5x100xp so you begin the game with 500xp to spend as you "level". Or you could take those 5 points and give yourself 1 skill as a "class skill" We could do a simple 0 or 1st level spells cost 10 points, all the way to 9th level which costs 90 points. Every 100 xp would give you 1 point to spend, or something like that for leveling. As you can see this is not balanced in anyway but its just something to give an idea of what we are trying to accomplish. We know this really throws a lot of things out the window and we are almost building from the ground up but we think it might be fun to at least think about. We would love to be able to branch out and do something like if you swing your sword for long enough you get better at wielding a sword, but for now we are focusing on the classless system and the xp buyout idea. Feel free to comment on this we would love to hear from anyone who has tried this before and what did and did not work and why. Thanks again Ruuak
So here is the situation... My party is playing in a mainly dwarven area in my world, and they are looking for a magic artifact known as the anvil of creation, as its name suggests this allows the user to create literally anything. I am using a realm with similar alignment paradoxes as Dragonlance where there must be balance in the world between both good and evil, and when the dwarven diety created this powerful artifact, his own hammer was then changed into the Hammer of Destruction and can destroy anything. (He was LG and attempted to destroy his hammer but found he could not so instead he hid it away) This was considered an acceptable offering before The Elders (a high pantheon which rules over other dieties and is like a court for gods/goddesses) The players don't know about the hammer piece yet but I want for some sort of evil druid/blighter cult to be going after this hammer of destruction to end the world, or at least attempt to. I have been searching for a diety that would fit this role, one who has strong ties to nature, preferably a hatred of all living things and wanting to end life/existence, but one who wants to simply see the world destroyed, you know the kind who might keep a Tarasque as a pet... The best I was able to find was Tharizdun (Cthulhu) but don't really want to use him. Again I am looking for an evil druidic kind of diety or someone who is tied to the elements in a strong way, if anyone has any ideas that would be great. If there is any more information I can provide please let me know!
I am looking for some help in CR and how to calculate it. I have provided 2 examples of this but if I get it wrong please let me know. If I have 4 CR 4 creatures this becomes a CR 8. If I have 8 CR 6 creatures this becomes a CR 12. What do I do for CR with less then 1 such as orcs? Orcs are CR 1/2 so does this make 4 orcs a CR 2 where I add them or a CR 4 + 1/2 as the book suggests? Clearly a ECL 4 party can take down 4 orcs quite easily, but the GM that "trained me" said that you have to follow the table on page 398 of the Core Rulebook and you don't add them you simply add the number they give to the creature, but this does not seem to provide even a slight challenge to heroes of that level. Also on groups of larger then 16 if there is a pattern I am not seeing it at the moment as 4 creatures is CR + 4 but 8 is CR +6, The only one I have really seen is if you double the number add +2 to the CR of the encounter. This would also make 32 creatures add +10... please help! :) Thanks again! Ruuak
So what are some of the upsides and the downsides to letting a party know about the campaign/world before or after the campaign has started? What are some of the upsides and downsides to letting the party know what everyone else is playing prior to the start of a campaign? What are some upsides and downsides of having the group be a party before the campaign or letting everyone come in blind and getting to know each other in game? Just looking for more thoughts and opinions on this topic, as always thank you very much for your help on this one!
So my group has asked if we could do some larger battles such as 25 or more enemies, while I am almost sure I will have to give them some NPC help for this kind of thing, I want to do this but am unsure of what I can do for this and how I can adequately run this for them. If anyone has suggestions for this I would be grateful.
Hello all, I have thought that for some time there is not much that a true caster can really take for casting in the way of feats, and while I GM most of the time in our games it has caused many castes to not want to play a true caster route because in their words, in terms of feats there is not as many options for us to chose from. (If I am wrong and there are good magical feats to be taken please let me know as well as commenting about my house rules) I am somewhat new to house ruling but think this should be ok. To this end we looked at Metamagic Feats and as they seem the most logical place to start for a true caster here is what I came up with and wonder how it might play out. Understand this, myself and the players I play with believe that magic should be far more powerful in scope then simply using a bow or another weapon, its magic and should therefore be fantastic. (When I play I play Barbarians/Fighters/Clerics/Rogues (typically archers for rogues) and the players I play with are really into playing the class they want to play not just, who gets the most kills, but really who can have the most fun with the character that they are playing at that time. Here is how I have the rules written as of now for my players, please let me know what you think. For all metamagic feats there will be no more increasing of spell level, only a level requirement for that feat. Also I will work it like the feat Stunning Fist. For clarity for everyone, I have included the important piece of the part of Stunning fist we will be using for a basis. A monk receives Stunning Fist as a bonus feat at 1st level, even if he does not meet the prerequisites. A monk may attempt a stunning attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk. So what that means for a caster that chooses a metamagic feat, you may choose to amplify for spells with your chosen feat a number of times equal to your level in that casting class. You simply then apply your feat to any spell and take it off your list for that day. Example, Verul a 10th level Wizard has chosen the metamagic feats Empower Spell and Maximize Spell. He can then empower or maximize any spell that allows him to do so. So he chooses Fireball. He is 10th level, and therefore may use Empower spell and Maximize Spell 10 times per day. If he chooses he may combine both, however he would go down to 9 uses of each of that feat for the day. Also if you are playing a half caster such as ranger or paladin, you have uses equal to 1 for every four levels in that class. So a 9th level Paladin can do a maximized Cure Light Wounds 2 times per day. Again I am making this change to allow for more creativity and I believe this will help in that goal. For the basis of each metamagic feat I am using the system of how many spell slots you had to give up x3 for most of the feats in order to make calculations on what level you will be having access to your feat. Example: Enlarge spell normally would use 1 spell slot higher, and 1 times 3 equals 3, therefore you will have access at level 3. Core Rulebook Empower Spell — Increase spell variables by 50% Level 6
So the subject says it all but I wanted to start a post about some of your favorite moments as a Game Master. This can be anything you want it to be as long as you say what one or more of your favorite things about GMing or a favorite remembered session and why you choose those moments to share, and just to get things started, I will go first. For some reason I play mostly with new players, a lot of them I am introducing them to the game and it is a lot of fun. One of my best moments in game was when the party was attemping to take down a monster that I had made. Think of it like a Mind Flayer mixed with a psion. Well they party had a heck of a time and after dealing the thing a lot of damage and 3 party members nearly dead they pulled it off and destroyed the monster, and to top it off it was thanks to a critical hit! The party cheered and leaped from the table and danced around the room, all but one of the players was brand new (this was their first campaign), the other had been playing for a few years and they still remember that fight and often go back to it. I choose this moment as it was one of the first monsters I tweaked/created on my own and tried really hard to make it a hard but fun encounter. Also I really enjoy when my party has fun and if I can make them feel epic then I know I have done my job. I enjoy it the most when I see party members pull together and play as a team with one another and this was a wonderful example of this! So how about the rest of you? Any of you care to share a favorite moment as a Game Master?
Hey so I am planning a couple of encounters for my low level party and want to use Dark Creepers and Dark Stalkers for a couple of things. When I was going over the spell "Darkness" it makes no mention of darkvision being able to see through it, however when I was reading through "Deeper Darkness" it said that not even Darkvision can see through "Deeper Darkness" is this a misprint or something? I do have the first edition of the Core Rulebook and don't know if that is in any errata. This will be a key part to the encounter as they will be going through an underground passage to a dwarven city, led by dwarves, so if they can see through it it will really be helping the party out, as well as one half orc who is in the party, so this is pretty important. Again please let me know if Darkvision can see through Darkness but not Deeper Darkness. Thanks again! Ruuak
Hey there Paizo Community, I have asked stuff like this in the past and you have been wonderful so I come to you once again. I have been a GM for a while but am always trying to get better. I just started a new campaign with some friends, who while some are familiar with FRPGS, they are new to Pathfinder, and as a whole are new players themselves. (One of them is getting back in after not playing since Second Edition, so he has experience but its very different, or so he says, I am not familiar with that system.) The party make up is wonderfully balanced. It consists of a human fighter, who is going melee tank type, half-orc Barbarian, elven melee rogue, human cleric, and a gnome sorcerer and a halfling sorcerer, one focused on ice, the other on fire. We are doing a campaign they chose, I gave them a list of short campaigns I have on file and they chose one of my newest ones, The Forgemasters Revenge. It is basically where a dwarven craftsmen of ages past used a now almost mythical forge to create the world itself to life, and they must now find it before a necromancer takes control and uses it to power her own creations.
Do you have any tips/hints/ideas I could use for this campaign? want to make it a good one as this will be the first one for at least 3 of them. Thanks again!
So I was talking with someone today about RPing games and the topic of both dnd/pathfinder and pokemon came up in the same conversation, well that got me to thinking could you create the Summoner with the brood master archetype to be a pokemon trainer? If you did so how would you go about spending feats and evolution points per eidolon? Thanks again, just a fun idea and I thought about sharing!
Just wondering if there is a website or something where I might be able to find monsters listed under Type, CR, and Location found such as Monsterous Humanoids, CR 4-7, Cold Mountains or if there is something like this in the books. I know we have this in the books but I am looking for something that might compile all the books into one source just to make things easier rather then have 4-5 books open at once. Ruuak
So what would some of you say to GMs making a PC or if you like an NPC that they play that is helpful to the party but one that sticks with them and shares in xp and loot and anything else? If you do agree that GMs could play a party member, do you have any tips on how to keep some of the metagaming to a minimum, such as players knowing that this is a GM character and asking every plot twist/enemies weakness and anything like that. Also should the GM not play or at least try to avoid playing one class over the other due to tipping the balance in some way, and alternatively is there any class or type that works really well? Thanks again community!
So reading over the Master Summoner and it says that you can cast summon monster 1 as a spell like ability equal to 5+Cha mod times per day. It also says that there are no limit to how many Summon Monster 1s you have out on the field, however if you summon your Eidolon then only one summon monster may be in effect while your Eidolon is summoned. Question is does this mean that the first or the last creature summoned remains in play or is it players choice which creature stays and which goes back to being unsummoned? Also is it only Summon monster 1 that he has uses equal to 5+Cha per day as the spell like ability or does he gain that ability for each Summon monster up to 9 as he continues to level?
Hey all, might be a question I will get flamed for but willing to ask it anyway... Are there any really interesting ways to kill/challenge the party? Bear in mind that I am not trying to outright kill them, (thats easy if I want to be a jerk being the GM I can simply say rocks fall no save you all die, but thats boring and stupid, and would probobly kill any dynamic of the group.) I have heard from friends about monsters, dungeons,traps and other things that were used that were up to -4 APL and still either made a TPK or almost TPK and the party had a great time with it... just wondering about how I can improve on upping the challenge in my campaign without just saying rocks fall you die. I am a fan of games where players and GM create the story together, so if anyone has any advice on that as well please let me know. Thanks again! Ruuak
So I am making a Barbarian/Cleric who is going to be a grappeler for use as an NPC in my upcoming campaign, I want him and his followers to be a recurring group in the campaign so I want to make sure that I have the rules right. Rules 1.
Side note 1. How would you build temples or arenas or something that would showcase you are going to his area? Rules 2.
Side note 2. They also see the use of weapons as pathetic and weak, they believe that ones own body and armor should be all you need in a fight, is it possible to make a disarm attempt and a grapple attempt in the same round? Thanks again!
Hey guys, I have played roleplaying games for about 6 years and have really tried GMing for about a year. My question is any tips for a relative new GM and gestalt campaigns? Right now my gaming group consists of only 3 players and myself. We chose gestalt so that we could cover more bases with fewer players in our sessions. (our preferred group size is 5-6) The Players are currently ECL 8 and have an LA of +2. We have two lycans and one half dragon to make up our party. The current campaign is one which seems quite popular right now... magic is banned by the current ruler and wishes to eliminate it at all costs, part of the campaign was that one of the gestalt classes had to at least have some spellcasting capability, which no one minded, so they are all on the run and trying to kill the emperor at the same time. My issue is that even right now with using the gestalt rules of CR +1 for appropriate encounters they are still ripping through everything. Any Tips to a somewhat new GM? Thanks again and any help with be appreciated. |
