Ya, CMD scales pretty darn high. Which is why I'm thinking of picking up improved trip just so I don't provoke and get a +2 (along with it keying off my weapon attack rather than my horribly low CMB)
It will still go off your CMB either way, just with Dex instead of Strength. Bonuses to weapon attacks apply to combat maneuvers using those weapons, but you WILL have size penalties rather than size bonuses.
That being said, when I'm tiny, my CMB keys off dex so stand still is actually quite viable. It also does stop many more things that are immune to trip. Though, tbh, if something can fly I can't really stop it anyhow unless it got RIGHT next to me, and even then, unless I find someway to fly, I'm not sharing the same space with it (but at least I might be able to keep it from flying away)
Handle Animal and a trained bird? At higher levels, of course, there are magic items you might look into.
Thanks for the advice on the dueling weapon! Haven't noticed that before. I was thinking of either getting that or something like Confounding.
It basically triples your weapon's magic bonus if you're not doing hit-for-damage. It's also the only way my PC has managed to trip some of the stuff he has.
Remember that a Confounding weapon takes an immediate action to use. I believe most swashbucklers tend to have other uses for their swift actions, but you know your PC better than I do.
Pizza Lord wrote:
Note that a "trip weapon" doesn't actually add to your trip rolls. It just allows you, if you fail badly enough, to disarm yourself rather than tripping yourself.
Keep in mind that CMD tends to scale more quickly than your attack modifier, especially if the opponent isn't "humanoid-with-class-levels." Trip has more bonuses available, (and every little bit helps), but Stand Still doesn't have the "oops I tripped myself" flaw if you misjudge your opponent or dice. Stand Still also doesn't have huge swaths of enemy types that are simply immune (flying, snake-like, etc.)
I would strongly suggest getting a Dueling weapon (the version from the PFS Field Guide.) As written, it probably doesn't work with Stand Still (it's a CMB check, not an actual maneuver), but I'd imagine most GMs would allow it.
How would you prefer that sheet be filled out for games NOT run on the Paizo boards? It asks for links to the gameplay/discussion threads, but not everyone will have those immediately.
I know on Myth-Weavers, we tend to start with a separate recruitment thread, and only create the gameplay/discussion threads shortly before the game actually starts.
GM Oriklad wrote:
That would be my interpretation as well.
That said, I can't find any official rulings on this. There's a thread from 2015 asking for a ruling, plus a couple of other threads discussing the matter. The most common view seems to be that a level 16 PC would be one tier away from both 14-15 and 17-18, since he's not actually in either one. That would make 12-13 more than one subtier away, and forbidden. This was never officially confirmed, and it's not universally agreed-upon, so take that as you will.
GM Oriklad wrote:
Does this act like ol 1-7s, where 16s cant play with the 12-13 tier, and bottom and top tiers don't mix?
The PFS Roleplaying Guild Guide has rules for that. See page 11 in the current guide, left column, under "Tiers and Subtiers"
Tiers and Subtiers wrote:
For scenarios with more than two subtiers, characters must be in adjacent subtiers to play together.
So unless a special exception is given specifically for this scenario, 13s and 17s don't mix.
I don't know off the top of my head what the rule for 16s would be, since they're not actually in a subtier. I think there was a ruling on that, but I'd need to do some digging.
Or when the site includes 3rd-party items with the same name as Paizo items. For instance, we once found a Dreamcatcher in a PbP scenario. A quick search said this, but it really should have been this.
I'd like to know why the weapon in "Aroden's Array" isn't something that matches Aroden's favored weapon. Or, for that matter, why someone campaigning against Tar-Baphon would wear a belt that utilized friendly spirits.
On another note, the Magic Tricks seem really cool, though I am sad that you can't actually destroy vampires with the trick that says you should be able to (Burst of Sunlight only lasts for 1 round, while vampires aren't destroyed until a minimum of 2 rounds exposed to the sun).
I saw that myself. Not sure if it's a bug or whether you're supposed to burn two spells to dust the vampires.
I really hope they meant to add "on your spell list" to that.
Even if they didn't, though, Loremaster is expensive to get into. I guess Wizard 10 could get in fairly easily... assuming he doesn't want any arcane discoveries and didn't give up Scribe Scroll. But three metamagic/item creation PLUS another feat? I know part of it is because PFS, but my knowledge-obsessed wizard can't justify the class (and can't even get to it until level 18 without retraining.) So maybe the "you can cast anything" was an intended feature to give the class a reason to exist?
Christian Dragos wrote:
The source quote is duplicated below, for those who don't want to approach possible spoilers:
Linda Zayas-Palmer wrote:
That's a typo. When we intentionally offer a reduced price on a Chronicle sheet, we'll call it out specifically.
Existing published items have stats that say mithral's bonuses already include the masterwork adjustment.
Mithral Full Plate (of Speed) - full plate normally has ACP of -6. This mithral full plate has ACP -3.
Elven Chain - chainmail normally has ACP -5. This has ACP -2.
Unless you hold that "of speed" and "elven" actually increase the armor check penalty, the material portion must reduce the penalty by exactly 3.
Ferious Thune wrote:
Yes, but also less useful. With the FAQ that limits its duration, you're looking at spending your first standard action in combat to become invisible until you attack. At that point, you might as well get a spring-loaded wrist sheath and a wand of Invisibility - it would be cheaper. Plus, true seeing or other counters to invisibility get more common by those levels.
Freedom of Movement, however, never goes out of style for a squishy.
GM PDK wrote:
Additional Resources says it's NOT legal.
The feats in this book are legal for play except Ioun Resonance, Infused Spell Cartridges, Lifecrafting, Piercing Chant, and Spell Cartridges.
Alex Wreschnig wrote:
I've had GMs deny Take10 in explicitly-allowed circumstances, ignore PC features, and (I believe) fake die rolls. That doesn't mean I expect table variation on whether those are followed. But you're right, that's a different discussion.
Alex Wreschnig wrote:
In the specific case, you're forgetting the "Permanent bonuses" clause. You need to spend an hour reading the book each morning, which isn't too far away from preparing a spell, but might be enough for a GM to rule that it's not as permanent a bonus as a masterwork tool.
Not quite. You're thinking of the specifically-numbered chronicles from the PFSPrimer. I'm talking about the ones from the Adventurer's Guide and Inner Sea World Guide. Granted, those also take 1d4 rounds to use, so a GM that wanted to ban it would still have a reason...
In that case, the workaround would be just getting a generic masterwork tool. Which, yes, can get into "the GM doesn't like it" territory. Adventurer's Armory 2 made generic tools more permissible, though.
Alex Wreschnig wrote:
That said, as a downtime activity, it's going to feel like a day job check to some GMs. I'd expect some table variation.
The list in your second spoiler includes "equipment."
I see no reason why the chronicle (and any other masterwork tool) would NOT be allowed on Day Job checks or checks for the boon.
Seconding first aid gloves or a four-leaf clover. Also the Bead of Newt Prevention.
How about a cracked pale green prism ioun stone? 4k for +1 on your saves.
If you didn't want to sell stuff to get 50k and add Con+6 to your belt, think about a pink rhomboid ioun stone. 8k for +2 Con, and if slotted into a wayfinder gives +1 Reflex (helping that Ring of Evasion activate.)
Depending on what spells you use and what their dice cap is, an orange prism ioun stone might help. 30k for +1 caster level (or, if in a wayfinder, 0-4 caster levels.)
Do you have any interesting/unique items on that PC's chronicles?
Do you have some means of constant flight? Ways to see invisible enemies? I'd assume so, but it's worth asking.
What do you do when out of combat?
The numerology cylinder is not PFS legal.
The necromancer's atheme and annihiliation spectacles only work for specialist wizards, and this one is apparently a Universalist.
I'd like to get some opinions on how the Necklace of Strangulation works, on the off chance that it comes up.
Specifically, I have a PC that explicitly does not breathe (void kineticist.) Are they immune to the damage?
I'm inclined to say they're still going to die, because the necklace will also cut off blood flow. And presumably just plain "cut", since it's doing 6 dmg per round rather than just suffocating them.
David knott 242 wrote:
Flaming Sphere, using alchemist's fire as an optional material component?
Level 2 spell that does (1.5)d6 healing as a move and sets them on healing fire for about a point and a half per turn? Not quite as good as a cleric casting CMW, but can get multiple heals per cast.
Isaac Zephyr wrote:
Eldritch Conduit gets you partway there. No rays, but it lets you fire area-effect spells as if you were where someone else is standing.
I just found this issue; not sure how long it's existed, but I don't think it's been an issue before this week.
When looking at the Product Discussion forum:
I'm able to shift+tab to bring some of the content into view, so it looks like it's just running off the top of the container. It seems to be triggered by the link sending me to posts that aren't the top of the current page; selecting the product directly or going to a new post within sight of the top of the displayed page works fine.
It's not on the witch list, but if you get access to it some other way Gravity Bow works on crossbows.
Other than that...
Unerring Weapon (level 1) gives a bonus when confirming critical hits. Not a lot of oomph there, but something.
One you hit 4th-level spells, Named Bullet will add a good deal more oomph. Automatic crit threat, +CL damage, targets touch AC at 30', and can probably be pre-cast (long duration.)
I stand corrected on the "xenophobic vs. native outsiders" bit. I either missed the "creature subtype" bit, or was thinking in terms of humanoids. So yes, it might have helped heading through season 8. I still haven't seen what I'd call "a lot" of native outsiders, but they're at least not as rare as some of the humanoid boon races.
I assume we're not counting deliberately-negative "boons"? Because that one that costs you 1pp per scenario...
Toxic "Slag" Madhammer wrote:
My reading of the relevant FAQ: You must still pay.
If you cast from the scroll, you don't have it available in the scenario to scribe from anymore.
The FAQ says scribing from the scroll during the adventure still consumes it as normal, but you don't need to purchase it. If you've already consumed the scroll, how can you consume it again by scribing from it? Your scribing cannot take place "inside" the scenario, so it doesn't trigger the "don't need to buy the scroll" text. In that case, you might as well forget the scroll and just find a friendly NPC to scribe from.
Whisperer in Darkness wrote:
Mantra wheel is NOT legal for PFS.
The major (usability) problem I have with Xenophobia is that the boon races tend to not show up in scenarios.
I mean, there's a couple scenarios listed as "visit the wayang village and play nice" or "convince the tengu that the PFS is a good thing", but would you really want to send a xenophobe on those missions?
If they're a bad joke, giving damage cantrips some scaling power would make them a WORSE joke. So yes, it would make those kinds of powers obsolete (if they aren't already.)
If you believe they're already obsolete and useless... well, I can't exactly argue that point very hard.
I wouldn't say "literally" no income, at least not without throwing a "direct" in there as well. FAQs and errata show that Paizo is willing to fix the bugs in their own product, raising customer confidence and making it more likely they'll actually buy the next book when it comes out (even if it looks broken.)
With the latest update to Additional Resources, the spell False Age from Heroes of the Fringe was legalized. The spell says that "your ability scores increase or decrease as appropriate for your chosen age category." How does this interact with the PFS-specific rule on age categories and ability scores?
Some of those questions needed an option for "who is this NPC and why should I care?"
Local PFS1 play has been dying out, as far as I can tell, and I've played very little of season 10 (and maybe half of season 9.) As such, I'm only vaguely aware of the new Liberty's Edge guy. The Concordance leader seems too bland to rate accurately, so I've got no real opinions there, either.
Hilary Moon Murphy wrote:
Even if there was a backlog, that won't last forever. "In perpetuity" was used - this is the long-term view. Some smaller number might work for a year or two, then suddenly become useless.
That's fair; it's just that not stacking with those would have removed some incentive to buy the book.
And now I'm imagining a kineticist that can't stop gathering power or he'll die from the Con loss. Barbarian 3.0 - now with 50% less rage!
Not going to answer everything here, to try avoiding an internet argument.
Quote the entire rule. For activating blindly, you still need to speak. The standard "use as if it's on your list" bit doesn't have anything removing the need to speak, either.
This does not say that the word must be a particular word. Otherwise, all those wands that you find or buy will need to be researched before you know the correct word to activate. Does that happen in your campaign? Or is the trigger word always found on the item somewhere? The only time this happens to me was on a named item, not a generic one.
Yes, an item has a particular command word. The word may or may not be written on the item - that's part of what the Spellcraft check to ID it is for.
For what it's worth, PFS specifically has the stance (via this FAQ) that most familiars are unable to use magic items that require a command word. Of course, that same houserule is also used to change the item slot table in Paizo material, so YMMV.
The ability to chirp and have your master understand you does not imply the ability to speak a command word.
And also the story feat Artifact Hunter that lets you take 15 once or twice a day.
If your GM is fine with retraining your familiar to have a STORY feat specifically devoted to activating all the magic items... well, more power to you, I guess. I wouldn't imagine that to be a common stance, though.
Continuous damage was a thing. Things that deal with blood were a thing. "Bleed", as a term with standardized rules, was not.
Regeneration and hemochem specifically say they stop bleeding, and also have the effects of restoring HP. That doesn't necessarily mean that restoring HP stops all bleeding. And Fast Healing (the generic term) just says it "acts like natural healing."
Someone could view "bleed damage" as something more severe than "bleeding", and requires real medical attention. I mean, even 1 Bleed would kill an average human in 90 seconds. That's pretty severe.
EDIT: The regeneration example quoted says it (might) stop bleeding, not the rule in general.
I don't think bleed existed in 3.5.
Clothing seems to count. For carrying capacity, you "total the weight of all the character’s items, including armor, weapons, and gear." Clothing would seem to be an item or gear. I think 3.5 had a line somewhere (maybe errata?) giving you a pass on one set of clothing, but I can't find that anywhere. I also can't find anything like that exception in Pathfinder. So, by RAW... looks like.
As for wearing it with armor - please do. Not even getting into the chafing, but can you imagine someone wearing nothing but a breastplate?
I'm thinking that this might have been enough. Wearing armor you aren't proficient in adds their armor check penalty to attack rolls. Wizards with their pitiful attack rolls would do well to hold off on getting full plate (-6) until they are proficient. Otherwise, they are going to have extra trouble hitting with their touch attacks and rays.
That's why the armored battlemages use save-based spells instead. Can't aim? Don't care.
I've been looking into magic items, such as scrolls and staves, and there is no mention of ASF. Does mean that a Wizard in full plate can be fully loaded on scrolls, wands, and staves and suffer no trouble using those items?
Wands and staves use the Spell Trigger method - there's not even enough movement in that to provoke.
For scrolls, the answer is "maybe". The base rules for scrolls say that "using a scroll is like casting a spell for purposes of arcane spell failure chance." However, Pathfinder Society has a specific FAQ that reverses this ruling at PFS tables.