Grandmaster TOZ wrote:
I've not played any of those yet ;)
M Mutant Phalanx Fighter 3, Paladin 2, Wizard 4, Swashbuckler 1
I have issued 0xp chronicles. To get 1xp you have to complete 3 encounters. Since you fled from both the undead and the beast demons you did not do so. You earn gold from completing the initial combat successfully. I have assumed Take 10 on your day job rolls. You receive 0 Prestige. The first prestige point requires that you survey the three potential campsites, signal Aram Zey at your preferred site, and either win over the Red Winter tribe or defeat them in combat. The second prestige point is earned by winning over the Red Winter by fulfilling their condition of besting a powerful demon (which also earns a boon, albeit one with little to no use). I'll get the game reported presently. Let me know if there are any errors on the chronicles. Sorry it ended this way. I'm sure I'll see you around on the boards though.
M Mutant Phalanx Fighter 3, Paladin 2, Wizard 4, Swashbuckler 1
Happy new year all! In lieu of any kind of resolution (which I don't really do) I have decided that, with PF1e clearly on the wane on these boards, it's high time I actually launched the Rokugan campaign I've been brewing up. I'm pretty sure I've mentioned it here once or twice. Basically a D&D3.p campaign set in the L5R world. I've enough material already to go from level 1 to around 8. Anyone interested? I've already got Maria/Pete on board and will ask around my regular players before considering open recruitment. campaign primer if you want to take a look.
I will shortly be GM'ing for a friend of mine who runs a Sound Striker/Duettist bard. No problem there :) The PC is equipped with a magic item called Three Reasons to Live. One of the things that this item does is boost Bardic Performances by 6 levels "if a bard uses the horn to start a bardic performance". Super strong. Now, using a horn to start a bardic performance means that the performance is using Perform (Wind Instruments). All good for regular bardic stuff like Inspire Courage. Here's the Rules question: can you use Three Reasons to Live to do the Sound Striker's Wordstrike and Weird Words performances? Wordstrike says "direct a burst of sonically charged words" to do damage. Weird Words says "At 6th level the bard can start a performance that is always a standard action to speak up to one word per 4 bard levels laden with sonic energy." So, although there's a "fluff" sentence in the archetype description saying that it "music and words as a weapon", I do not think that a PC can use these abilities with Three Reasons to Live, which is a shofar (horn). You can't speak words through a shofar. I have seen another GM rule differently on the Paizo forums, and this will be for PFS, so I ask the question here. (The magic item isn't normally PFS legal but it does appear on a chronicle sheet that grants access).
Dwarf Name: Halali Wowote (a Mbe'ke dwarf - the name means "Lawful Any" in Swahili if Google Translate is right) Dwarf Class: UnMonk (initially - will be building towards Storm Kindler which I think is just a very cool prestige class) Dwarf Joke: "A dwarf, a halfling and an elf are hiding from a hobgoblin army at a ruined farmhouse. An entire brigade is closing in on them when the dwarf spots a pile of old sacks. 'In there, quick' she says, and the three all climb in to a sack each. Very soon the hobgoblins are searching the farmyard. They poke at the sack that the dwarf is hiding in. 'Woof-woof!' says the dwarf. 'Just dogs in here' says the dumb hobgoblin. Then they poke the sack with the halfling in it. 'Meeeoooww' goes the halfling. 'Huh, it's just a cat'. Then they poke the sack with the elf in it. 'Err... potatoes!' says the elf."
M Mutant Phalanx Fighter 3, Paladin 2, Wizard 4, Swashbuckler 1
I was in the recent high tier PbP run of Bonekeep 1. We prepared :) It was still tough. That's the appeal of Bonekeep - it is a degree more difficult than most PFS scenarios, by deliberate design, and thus presents a challenge all of its own. I'm very glad that the series been authorised for PbP now.
M Mutant Phalanx Fighter 3, Paladin 2, Wizard 4, Swashbuckler 1
Ultimate Equipment on its own is not a legal source for the Celestial Shield - see Additional Resources. I suspect this is one of those cases where they specifically wanted to make something a chronicle sheet exclusive reward.
M Mutant Phalanx Fighter 3, Paladin 2, Wizard 4, Swashbuckler 1
BretI wrote: This discussion would really be more likely to be seen by the people who make decisions if it were in website feedback. I already made a thread.
M Mutant Phalanx Fighter 3, Paladin 2, Wizard 4, Swashbuckler 1
So how's everyone getting on with the grey spoilers? I have to admit, for me it's a major fail. They're ugly, they disrupt PbP character sheets, text is more difficult to read and dice expressions even more so. On mobile browsers the new indentation is not compensated, so where we had nice centre-justification now all the spoiler text is just shunted to the right and it jars. Website admin say it's a deliberate change but they're looking at the green-on-grey contrast issue. If you haven't noticed the change, here's an example: Spoiler: explosive runes!: 6d6 ⇒ (4, 1, 1, 2, 1, 2) = 11
I'm really not a fan.
M Mutant Phalanx Fighter 3, Paladin 2, Wizard 4, Swashbuckler 1
You can indeed multiclass barbarian and bloodrager. I'll dig out a reference for you. ETA: here you go Advanced Class Guide p.8 wrote:
If I remember correctly, the playtest versions of the hybrid classes in ACG precluded multiclassing with the parent classes, but that prohibition was removed in the final publication.
M Mutant Phalanx Fighter 3, Paladin 2, Wizard 4, Swashbuckler 1
Thundercaller is a fun bard archetype that gets an AoE performance.
M Mutant Phalanx Fighter 3, Paladin 2, Wizard 4, Swashbuckler 1
I don't mind swapping tiers either, as long as a level 5 is good for low tier. So I can play - Poh (sensei) in high tier
OR Lucky (mouser) in low tier Whatever we end up with in terms of table mix, I much approve of planning for the expedition to Bonekeep.
Well our high tier table is looking problematic. It's 5 martials plus one wizard, no divine casting at all. There doesn't seem to be much availability, if any, of alternative characters amongst the high tier players. Would anyone on the low tier table be up for a swap to high tier? This is surely a scenario that needs balanced parties.
M Mutant Phalanx Fighter 3, Paladin 2, Wizard 4, Swashbuckler 1
Reposting in Discussion: For anyone looking for it: Here is the PFS1 additional resources document. (I do wish that there was an easy to find link on the website - I saved this via a list a while ago). The sanctioned modules are all listed, along with links to their chronicle sheets and special rules. This is where you find out which allow Campaign Mode - the special rules will say if they do.
Hi NotEspi Here is the PFS1 additional resources document. (I do wish that there was an easy to find link on the website - I saved this via a list a while ago). The sanctioned modules are all listed, along with links to their chronicle sheets and special rules. This is where you find out which allow Campaign Mode - the special rules will say if they are.
I have a couple of queries. I've never played the Bonekeep modules and would like to do so - but my preference would be to take the same character through all three. This isn't feasible within one PbP convention - will we retain access to the Bonekeep modules post-con? Or would we need to do 1 per convention? Second query: I see that all the old retired scenarios are on the drop down list for registering games. They're not available to run - are they?
M Mutant Phalanx Fighter 3, Paladin 2, Wizard 4, Swashbuckler 1
I'm not sure those spells were ever legal. But sometimes Nethys doesn't update as quickly as Additional Resources and Nethys has been plain wrong on occasion. In any event, the character has to be made legal so you swap the spell for a legal choice before the character is played again. Any potions, scrolls or wands that use the spell must be sold back (full price, proportional to charges remaining if appropriate). See pages 8-9 of the Season 10 Guide.
Mystic Theurge gets a lot of stick that it doesn't deserve imho. I played one under D&D3.5e, which didn't even get any of the special abilities that the PF version gets, up to level 13. I enjoyed it immensely. I was also the only character to survive the campaign because I had a spell for every occasion. Getting all those spells gives a ton of options in a single character. But of course it changes the character's approach to adventures compared to being a single classed full caster. YMMV. ETA: regarding the OP's question, avr seems to have the solution. Wiz 7 / Clr 1 + Faith Magic.
noral wrote: Would anyone be against high tier with 4 player adjustment? I really like the challenge so is supervillan changing to his level 7 an option for anyone?? :-D I'd prefer to play Janus since they're 1xp off leveling up and playing up with nobody actually in tier is sometimes more than a 'challenge' :O But there is a small possibility of Janus being invited into another game that's pending, I think I shall know within 24 hours. If that happens and if everyone wants to play up and/or switch characters I could bring Revered Master Poh, a vanara drunken sensei. IHIYC wrote: At first glance, I thought GM Erich was insinuating Janus was a "supervillain" - which, having previously seen the character in action, sounds about right. That was a table that GGG ran I believe :) For those who have yet to be introduced to Janus, the basic concept is Green Faith "assassin": a sanctified slayer / green faith marshal inquisitor of Imbrex, Eldest of Endings, Twins and Statues.
I'm interested in dipping a toe into CORE - haven't done so yet. I'll have to create a new 1st level PC, but I have a couple of concepts bouncing around. Thinking of making a dwarf "wizard" - his master disappeared before he could finish his apprenticeship, and he's ANGRY about it. (Barbarian, going into Wizard then Eldritch Knight).
M Mutant Phalanx Fighter 3, Paladin 2, Wizard 4, Swashbuckler 1
cmlobue wrote: Someone at my table just asked to be removed because they dropped the game but it is still active on their page. How do you do that? Go to the Campaign Info tab on your campaign, click "Edit This Campaign" in the top right corner, and at the bottom of the page you'll see a list of players and characters. Remove the tick against "active". That's it.
What's the difference between a purple worm and a "prone" purple worm? If you can't describe a meaningful difference then there's no such thing as a prone purple worm. It would be more consistent rules language to say "immune: prone" instead of "can't be tripped", but sometimes you have to apply common sense. Incorporeals are a specific case: incorporeal universal monster rule wrote: They can’t perform trip or grapple combat maneuvers, nor can they be tripped or grappled. In fact, they can’t take any physical actions that would move or manipulate an opponent or its equipment, nor are they subject to such actions.
For anyone interested, the PFS online VOs (responsible for such things) have ruled that a Good Cleric can indeed activate an Infernal Healing wand, the reasoning being that activating a wand is not the same as "casting a spell" for the purpose of the Cleric's class proscription. (Whilst I would rule differently in a home game, I am satisfied that a ruling has been made).
Hugo Rune wrote: Also, as per the Spellcraft skill it must seen to be identified. This is precisely why universal manifestations were introduced. Otherwise, psychic magic is immune to Spellcraft. You can't have psychic magic operating on an equal footing with "traditional" magic unless you have universal manifestations. The choices are:
Or I suppose, in a home game, you create a magical "arms race" as trad diviners develop new ways to detect psychic casting.
Activating with UMD is an entirely different consideration for me. I have no doubts that activating with UMD works - just pass the skill check and you 'convince' the item to do what it's intended to do. Activating via the spell trigger method is what is contentious. It must be either possible (and the usual expected consequences of angering your deity are generally not a consideration in PFS), or not possible in which case I must advise a player that UMD is the only way to go.
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