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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!
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
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!
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.
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!
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!
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.
The witch's flight hex doesn't list any sort of action necessary to achieve flight. It just says you're limited to 1 minute/level of flight and must use it in minimum 1-minute increments. I realize that the hexes section of the witch description notes that when an action isn't listed for a hex, you should assume it's a standard action to activate, but the way the flight hex reads it really seems like a witch can just choose to eject his or herself into the air at-will without expending any action (other than the move action necessary to move, obviously) as long as air-time doesn't exceed minutes per level. This reading is wrong, right? I should be using a standard action to turn my flight on (and possibly off too)? Thanks!
I'm really sorry if this has already been covered, but I searched for a while and wasn't able to find an official stance on this. Now that it's possible to replay scenarios in order to make a table legal, how does GMing interact? If I have already GMed a scenario and somebody else is running it and needs me to play to make a legal table, can I still play that scenario with a different character (with a different faction) than the character I applied the credit toward previously? What if I've already played a scenario, but not GMed it? Am I able to GM it and apply the credit toward a different character? My inclination is that the answer to the former question is "yes" and that the answer to this latter one is "no," but I figured I'd ask to be safe. Thanks!
When I'm using Spirited Charge and charging with a lance, I assume I deal triple damage both with the dice I'm rolling and with my Strength bonus, right? Or am I off-base with that? What about when I'm using Power Attack, is my Power Attack damage also tripled? What about if I critically hit? Do I triple the tripled damage, or do I triple the original damage twice (ie. five times the damage)? I have a character for a pit battle who has a 26 Str (+8 modifier) and BAB +12 (-4 PA), and I'm wondering if my charge is capable of dealing 3d8+36 normally, 3d8+72 with Power Attack, and 9d8+216 on a critical hit with Power Attack? Thanks!
We're trying out a new format for our monthly pit battle at my store, and one of our customers wants to put together a Shadow Demon with the express intent of targeting someone who has a bad will save and taking over their body with Magic Jar. I'll post a link to the rules below, but the long and the short of it is he gets four levels on top of his racial hit dice, and he's probably using those to take levels in Hexblade (for the curse, dark companion, and charisma to saves). After that he's kind of stuck. He's maxing out Charisma and Constitution and the format of the battle is team vs. team, but he's having a hell of a time finding worthwhile equipment to drop his 62,000gp on, or feats that seem worthwhile at all. Anyway, here are the rules (which include allowed material), but if anyone has recommendations, he'd appreciate it. The Magic Item Compendium and Core Rulebook are the primary sources for equipment, and nobody can spend more than 31,000gp on a single item.
It's not listed as a banned feat, but seeing as the rules update specifically cites allowed animal companions and familiars from the bestiary and doesn't list any of the familiars available with Improved Familiar, does that mean the feat is essentially not allowed? Or is the list of allowed familiars just being in the Core Rulebook enough to make it kosher for PFS?
AND another question... in Assault on the Kingdom of the Impossible, the amount of gold the players found added up to being more than the listed max gold for the session. Is the max gold a cap on their earnings, regardless of whether or not they actually found more, or is the max gold listed for this mod a typo?
I just ran #35 Voice in the Void, and there are two missions for each faction, but at the end when it sums up the faction missions, it only mentions one mission for each of them and only seems to award one prestige award. Is this wrong? I should be awarding 2 PA for people who accomplished both missions, right? Thanks!
So, I've spent the last few days scanning this board for information about upcoming Pathfinder RPG products, as an avid 3.5 player, a recent Pathfinder player, and the owner of a retail shop about to launch into running Pathfinder Society adventures a couple of times a month. I've found some information, lots of good information, in fact, but I wondered if there were a central source of information where someone could learn everything that's known about upcoming Pathfinder books, classes, races, etc. I hope, if there isn't, that this thread can maybe take on that role. And if such a source does exist, maybe someone could take the time to point me in its direction. I learned about the Advanced Player's Guide, and that it will feature six new base classes: the alchemist, the cavalier, the inquisitor, the oracle, the summoner, and the witch, but a lot of people seem to have information about the roles those classes are meant to play, and even some basic mechanical information, so I wondered if people could post (or point me in the direction of) any official statements about any of that stuff. And is that all we know about the APG? And then next year's books are the APG, the Bestiary 2, and the Gamemastery Guide, right? Is that as far into the Pathfinder future as we know? Do we have information about either of those other books. What monsters might be the second bestiary, anything in particular that might spawn out of the GMG? Thanks, everyone! |
