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Goblin Squad Member. RPG Superstar 7 Season Star Voter. Organized Play Member. 115 posts. No reviews. No lists. 1 wishlist. 7 Organized Play characters.


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Is this campaign still going, or is there a group looking for another player?

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I am looking to join a group as a player for some Pathfinder (preferably in Golarion without extensive house rule rewrites- some are fine), FFG Star Wars Edge of the Empire/Age of Rebellion/Force & Destiny, or World of Darkness (Vampire, Werewolf, Mummy, etc.) games. I'm not really interested in learning new systems at this point.

I'm looking for a game every other week either on week nights or weekends (preferably at night). I have a family and kids so a 6 hour session is cool, but I can't do all-day games. I have no problems staying up late. I have lots of experience playing and GMing. I am a team player and never cause issues for my party. I do make optimized characters but put a lot of thought into a character's backstory and behaviors. I am flexible with the type of character and usually like to fill in a party need and act as party support rather than take over the spotlight. I work in Cary and live in Apex so a game somewhere in the SW quadrant of Raleigh would be ideal.

Any GMs with open seats? You can email me directly at iriutta@gmail.com



PS: If you are looking at this months or years after my post, feel free to respond, as groups start and finish all the time.

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FLite wrote:
On the other hand, if you gave it reach (bite) you might be able to talk your GM into letting your breath weapon start 5 feet away from you. (It would still be a 5 foot cone, but it could hit any square within 10 feet of you.)

Sadly it looks like that's a no-go. :(

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If I had a fairy dragon familiar with the Evolved Familiar evolution (Reach) could I change its 5 foot cone Breath Weapon into a 10 foot cone?

Reach just says, "One of an eidolon’s ATTACKs is capable of striking at foes at a distance. Pick one attack. The eidolon’s reach with that attack increases by 5 feet."

Breath weapon says, "A breath weapon ATTACK usually deals damage and is often based on some type of energy"

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Repost and update:

My brother and I are both experienced RPG'ers looking for a bi-monthly game of either Pathfinder, Star Wars Edge of the Empire, or WOD (Werewolf, Vampire, etc.). We both have experience GM'ing and playing.

Is anyone still looking for a group? If so, feel free to email me at iriutta@gmail.com.



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Repost and update:

My brother and I are both experienced RPG'ers looking for a bi-monthly game of either Pathfinder, Star Wars Edge of the Empire, or WOD (Werewolf, Vampire, etc.). We both have experience GM'ing and playing.

Is anyone still looking for a group? If so, feel free to email me at iriutta@gmail.com.



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Really old thread, but this is a fantastic idea! Thanks for the software tips. My GM will appreciate it when I start debuffing all his doods. ;P

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If there is room, My brother and I (both in our 30s with lots of playing/gm experience and in Bothell) are looking to play in a campaign with an experienced GM. Ideally, every other weekend or so.
Please let me know if you think we might be a good fit.

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If there is room, My brother and I (both in our 30s with lots of playing/gm experience and in Bothell) are looking to play in a campaign with an experienced GM. Ideally, every other weekend or so.
Please let me know if you think we might be a good fit.

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If there is room, My brother and I (both in our 30s with lots of playing/gm experience) are looking to play in a campaign with an experienced GM. Ideally, every other weekend or so.
Please let me know if you think we might be a good fit.

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WA, Seattle - Star Wars Edge of the Empire Beginner Box and Beyond!

I hope I put this is the right place. If not, Mods, feel free to move it.

Looking for 4-6 players to help me try out the Star Wars Edge of the Empire Beginner Box near Seattle (East side).

I will GM and would like to run the adventure several times with different people. Right now I would like to run it at my home (or someone else's) but I could be persuaded to run at a local game store if that makes anyone uncomfortable.

It will likely be a once or twice thing as the adventure in the box isn't that long.

The end goal is to find a group of fun people to play the full game with on a regular basis (2/month).

As I am woefully out-of-date on my GM skills, there will be some learning/relearning on both sides of the Gm screen.

Who I am looking for:

1. Someone who likes fun and doesn't take the rules too seriously. Knowing the rules is awesome, but I don't want to bog the game down for more than a few minutes looking something up or arguing about something. That being said, I will follow the rules to the best of my abilities, unless I have a strong reason not to. Since we are all learning the rules, this is more for the actual campaign if it grows into that).

2. Someone who lives near Seattle and could get over to the East side of the lake. (Bothell, Redmond, Kenmore, Kirkland)

3. Someone who is a team-player and wants to help be sure everyone has fun, instead of only one person.

4. Someone who likes or thinks they might like to try role-playing. You can be experienced or a total newbie. We will learn the system together, as designed, by playing the beginner box.

5. A mature player. While I would consider someone younger if they are relatively mature and fun (or come as a package deal with someone else), I am not looking to run a kid's table. You should be able to carve out a chunk of 4 to 6+ hours, including staying up until at least 10 PM. (Or later if not playing on a "school night"). Also, you should be consistent and could regularly make the game. (If it grows into a full campaign later). Flakes are no fun.

If this sounds interesting to you or anyone you know, please respond here or pm me to get added to my list of potential players. Adding a bit of info about yourself would be great as well so I have some sense of who and what is coming to the table.

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I really like the new direction for this class. I can't wait to see what you come up with.

It would be awesome if they had the ability to swap out prepped spells for dispel (or a modified dispel-like ability) much like how clerics swap out spells for cures.

It would also be interesting if they could sap magic items temporarily, rather than permanently (which would make them useful but not too powerful). Perhaps something akin to a burst (like a cleric's channel), with the associated feat to selectively filter out your friends, that either drains/decreases magic items/enhancements or buffs/increases magic items/enhancements).

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Under Beast Shape / Wild Shape you gain certain abilities based on the animal you turn into (Grab, Pounce, Trip, etc.) There is a list of abilites based on the monsters when printed.

There have been a lot of new bestiary entries since the rules for beast shape / wild shape were printed (Stun, Clobbering Charge, Tearing Bite, etc.)

Has Paizo ever updated the list of abilities you can gain while wild shaping / beast shaping? Is there an errata or something that I missed?

If not, are there plans to populate the list so the new beasts get some loving?

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So the spell has a short range and creates enough water for one dose per 2 caster levels.

Do you need to bottle it at all or can you just have it create at 25+ feet away over a target and "anoint" them by it pouring all over them?

If I am lvl 7 and have enough to do three doses, can I have it pour over three separate targets?

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Well, I guess that is that.

This ability is very confusing in its wording, especially since RAW it says something besides what was intended. Nowhere does it mention that it replaces or delays wildshape like the other things clearly mention. It would be great to add to the errata and fix across the board.

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Well, RAW it seems pretty clear to me that you get wildshape as normal at 4th lvl. Then when you hit 6th level the wildshape changes and you get better at one type and worse at others.

"At 4th level, a druid gains the ability to turn herself into any small or Medium animal and back again once per day." (Normal Druid)


"At 6th level, a bear shaman’s wild shape ability (implying that they already have it) functions at her druid level – 2. If she takes on the form of a bear, she instead uses her druid level + 2."

The first one says that the druid GAINS wildshape at 4th. The second one says that the wildshape ability (again implying they already have it) is now modified. There is no mention anywhere of replacement or delayed wildshaping ability.

Not that it is a legal source, but d20pfsrd has all those nifty charts for archetypes showing what gets replaced and such, and they do not show the 4th lvl wildshape being replaced or swapped out at all.

"This ability replaces a thousand faces."
This is another entry from the bear shaman archetype where it specifically mentions that it replaces one ability with a different one. There is nothing like this in the wildshape section.

Seems pretty cut and dried to me.

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Has this ever been answered? I'm starting a lvl 7 witch with a ratling familiar, who has an int of 12 base. According to the familiar chart it would take until lvl 15 for the int to ever improve.

So how does this work?

A. Is the naturally smart familiar dumbed down?
B. Does the naturally smart familiar gain intelligence above its starting value at a rate of 1 per master caster level?
C. Does the naturally smart familiar retain its natural intelligence until the chart says it goes higher? Better of the two.

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Sadly, this won't work in PFS. :(

From additional Resources, under the Advanced Race Guide. "In Chapter 2, nothing from the catfolk, drow, goblins, hobgoblins, kobolds, orcs, and ratfolk entries are currently legal for play."

Should be awesome in home games tho! :)

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Greetings Starfighter... er Welcome to the forums!

You are the GM.
You are running the game because he/they asked you to.
You set the rules.
You decide what orcs are (and what racial abilities/mods they have), not your players.
You are within your rights to limit it to things that exist in the established books.

It sounds like you have already made up your mind not to allow it, but you are worried about players dropping out if they don't get their way. This sounds like they are taking advantage of your generosity here, and the ultimatum does not speak well for their character. Do what you are comfortable with since you are running the show. If they drop out, then they don't get to play.

IF you decide to allow a 14 point racial for this guy, then everyone else should be allowed to make up their own races from scratch as well. To be fair. Maybe it will put things in perspective for them and the rest of the group, but right now it sounds like this guy is asking for special treatment because he knows you. Not fair.

What if the elf player says that the core elf doesn't fit his notion of elves. Or the dwarf guy does the same, etc, etc. At some point it has to stop or you have to lay down the law and just say, "NO".

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This may not be new, but it is still an interesting topic.

It does seem that certain weapons and armor are the default for their weight class and all the rest go unused. The exception being on mobs where you find the mythical +1 short sword or splint mail that immediately goes into the "sell" pile.

I would personally love to see a somewhat simplified system where a group of weapons had the same stats and you picked the specific name/look you wanted. Different groups, of course. So in reality, you'd choose from among the 4-6 groups, then pick the specific model you want. I'm not sure that we really need the other 96 weapons or 23 armors that nobody will ever use.

Another idea that I saw in a different game system was that weapons had minor modifiers to them based on the type. PF sorta does this on some weapons, but I'd love to see it across the board. In that system, short swords and daggers gave an initiative bonus because they were faster. Long swords and two handed weapons could bypass DR, do a few extra points of damage, or improve your AC since you could keep the enemy at more than arm's length. Hammers would gain a +1 to hit if the target had armor on, and so on and so forth. (These examples are not truly from the game, but illustrate the types of things they did). In that game you picked a weapon partially because of the damage it did but also because of the cool minor bonus it gave you.

If you went with the system of minor modifiers you could advance it even further by allowing characters to choose one and only one "path" for each weapon type they were proficient with. (IE: DR bypass, AC bonus, or damage bonus to the longsword example above). Feats and class skills could allow them to take several paths, or learn new weapon types. Perhaps, every time you gain a +1 BAB you can gain a new upgrade for the path or a new path.

Anyhow, blah blah. {{puts away designer hat}}

I agree. I'd love to either see all the variants get some reason for someone to take them. As it is now, the only reasons are generally to make you sub-par for fluff reasons, or because you are level 1 and can't afford anything else. No sense having a million options that nobody wants.

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I would think a big scary fighter would definitely have an inmate way to burrow. Just hand said inmate a shovel and tell him to get to work! :P

Seriously tho, isn't that why you adventure with a party? It's not meant to be a one-man show. If it were, there are some magic items that excavate, are there not?

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Infernal Scars
Redemption in Damnation
The Scars of Righteousness
Redemption Reviled
The Gates of Sanity
Deep Secrets

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Zach as Ezren

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I would love to have some sort of GM Ratings/feedback system. Most of them are fantastic and should be applauded, but there are a few who can really ruin it for everyone. ESPECIALLY in a public game where you want to encourage new players to keep coming back.

Everyone already has their PFS games recorded on Paizo.com, so it wouldn't be too hard to add a link to said games in the player profile. This link would go to a simple rating system where the player rates the GMs on several categories (Think Ebay buyer/seller feedback) with 1-5 stars per category and an option to put in some additional feedback. In the game itself, the Gm could hand out a generic slip of paper with a link to the paizo website and the feedback system. This would be for newbies or players who don't know about the website.

I don't think GM feedback should be public, but it should be viewable by the player, Paizo staff, Venture captains, and the Gm in question. You don't want everyone knowing what was said, but I do think it is important for Gms to know (praised/scolded in private)and for Paizo and organizers to know. It's also important for the GM to understand what his players think about him. It might help him tailor his style or point out things that he did not realize were having a negative effect on players. Nobody wants to be a bad GM and everyone has room for improvement.

In my experience 1 out of 6 or so Gms make me almost not want to come back. It's these guys who might need additional help towards becoming the best GM they can be, because we want everyone coming back.

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Charming, Eastern Mysteries, Honeyed Words?

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blackbloodtroll wrote:
Undead and Constructs. Keep that in mind.

Golembane scarabs 1-3 (to hand out to the melee guys)

Dead Man's Shroud (to hide you from the nasty undead)

I've been loving murderous Command over normal Command.

Other good ones are Lesser Restoration, Hold Person, Silence, and others. As others have said try not to duplicate other caster's spells for more party versatility. Also, since you are oracle of life you will be a healbot, so pick up a few spells that let you have some fun too(hence murderous command).

Might also consider dual-cursed because Misfortune is extremely awesome!

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You may be happy to note that the new PFS guide has a section where it says that if you cannot complete your faction goals (perhaps you don't have the required skill, or you totally screw the pooch on the roll)that you may be able to still get a faction point by doing something that advances the overall goal of your faction. This is up to the GM and may require some cleverness on your part, but at least it's another chance. :)

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4 people marked this as FAQ candidate.

"Breeze-Kissed: Breezes seem to follow most sylphs wherever they go, but some sylphs are better able to control these winds than others. A Sylph with this racial trait surrounds herself with swirling winds, gaining a +2 racial bonus to AC against non-magical ranged attacks. The Sylph can calm or renew these winds as a swift action. Once per day, the Sylph can channel this wind into a single gust, making a bull rush or trip combat maneuver attempt against one creature within 30 feet. Whether or not the attempt succeeds, the winds are exhausted and no longer provide a bonus to the sylph's AC for 24 hours. This is a supernatural ability. This racial trait replaces air affinity."

Does this use the sylph's normal CMB for this or is it calculated using other stats (wis, int, char, other)? Str of the sylph doesn't seem to make much sense here because it is the winds doing the attack and it is up to 30 feet away.

Anyone know?

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In Ultimate Magic there are a bunch of animal and terrain domains. Some of them have powers based on Wis and some of them have powers based on Cha. Is this intentional or should they all be Wis based? The section in UM says that "If an animal or terrain domain ability calls for a saving throw, the DC of the save is equal to 10 + 1/2 the character’s druid level + her Wisdom modifier." This implies that perhaps they should all be Wis based and the CHA ones are typos/copy/paste errors. Anybody know for sure?

For example,

Aquatic domain:

"Sealord (Su): You can channel energy (as a cleric of your druid level) a number of times per day equal to 3 + your Charisma modifier, but only to heal creatures with the aquatic or water subtype or to command them (similar to using the Command Undead feat against undead). You can take other feats to add to this ability, such as Extra Channel and Improved Channel, but not feats that alter this ability, such as Elemental Channel and Alignment Channel. The DC to save against this ability is equal to 10 + 1/2 your druid level + your Charisma modifier."


Desert Domain:

"Heat Shimmer (Su): As a free action, you can surround yourself with heat distortion that acts as the blur spell. Creatures that strike you in melee while you’re using this ability are dazzled for 1 round (Fortitude negates). You may use this ability for a number of rounds per day equal to 3 + your Wisdom modifier. These rounds need not be consecutive."

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I second the oracle, especially dual-cursed. (Misfortune will become your group's new favorite ability). Depending on your curses, you can also add some fun roleplaying or add a challenge in terms of limiting your ability. (I used haunted and clouded vision).

I was going to suggest gunslinger, but it looks like that is banned for some reason.

I'd suggest looking at all the archetypes for the classes and see if anything stands out to you as something out of the norm which seems like a cool twist.

Aside from that a ninja (used to be rogue before ninja made them obsolete)a bard, as others have suggested, or a witch. All of them are fun and fill roles that your current party is missing.

If you want to sorta go the blaster route again but from a different angle go neutral cleric and take negative channeling. You can still heal with spells and wands. Then you are a walking lawnmower/bomb of negative energy and will strike terror in the hearts of your enemies(versatile channel may be needed). pick up a few other channel specific feats (where you can affect other alignments or undead or other stuff) and build you character around channeling.

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Personally, I find it sad that they flesh out all these awesome new races and then don't let anyone use them. Seems like a huge missed opportunity.

My excitement level for the new book dropped like a stone when I realized that only the first 1/4 of the book was legal. (Some of the others are technically legal if you have nearly impossible to get boons).

Not a fan of convention boons since not everyone can go to a convention. I'd much rather see a system where a registered PFS Gm could give out one exotic race boon for every X number of sessions played by a character or player. Play a character to lvl 5 or every 12 sessions (over several characters) you get a boon. Still rewards the people who play a lot, but also rewards those who can't make it to all the huge cons.

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As long as you are fine with it, then I say go for it. A cloak and a hood can work wonders. There are plenty of items that can disguise or change your appearance as well.

Honestly, I feel that almost ANY race could theoretically be a PC as long as the Gm was cool with it and they didn't monopolize the group's time.

Paladins and clerics are always trying to "redeem" the other races. Merc bands can always use some extra muscle. There are a million reasons why someone from a traditionally bad race could be a PC. Look at Drizzt, kaz the minotaur, or any number of other non-core characters from fantasy novels.

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This is such an awesome idea!

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For a gunslinger it takes a full round action to reload a two handed musket. If I have the rapid reload feat it drops it down to a Standard action. If I then use an alchemical cartridge it drop sit down to a move action.

Assuming I start with an empty gun and have no other special abilities or anything (multiclassed into lvl 1 gunslinger), but I do have the Rapid Shot feat already, can I use Rapid Shot to make two shots per round?

I'm thinking not since the reload still takes a move action to load the gun, but I am not sure. Can anyone clarify or explain further? Is there anything else I can do to make the reloading faster?

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This is what I am talking about. A harness my eidolon wears that I clip into while he climbs.

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I have a medium character with an 8 str so climbing is not something I am good at. I have a medium eidolon with str 16 and the climb evolution so climbing is something he is very good at. I want to figure out a legal way for him to carry me up a cliff or surface. Any by carry, I don't mean with his hands since he needs them for climbing. I mean carry me on his back. (Think Princess Bride Movie with the giant and the inconceivable guy) The rules seem somewhat unclear on this issue. Can anyone help me nail it down based on RAW or RAI.

To be clear, I don't want to ride my eidolon as a mount. My eidolon looks like a humanoid panda and has the climb evolution (climb speed 30 feet) and a very high str (16). I want to be able to securely attach myself to him, either by riding in a harness (presumably not a saddle), tying myself to him, or hanging onto his neck (not preferred due to my low str). Whatever works best, with the least chance of one or both of us falling to our deaths is what I want to do. Generally, I don't want to do this in combat, but since he has the climb evolution he could do it and take 10 while doing it, even in combat.

The ride evolution and the riding skill don't seem applicable here at all. "Typical riding actions don't require checks. You can saddle, mount, ride, and dismount from a mount without a problem." Ride skill is mainly for guiding with your knees and doing things while in the saddle. It's pretty much always for sitting upright on a quadruped's back, and panda is a biped that I am clinging to or tied to. All I'm doing is either strapping myself in or holding on. I'm not using it as a mount for charge attacks, or riding on its back into combat. I'm only using its climb speed to get me up surfaces that my pathetic 8 str will not allow me to safely do. Ideally, I would not have to make a str check to hold on at all. (strapping myself in, tying myself to my eidolon, using a climbing harness, etc.)

His str of 16 gives him a medium load of 77-163 pounds. My character weighs 110 pounds plus gear, which is well under 163 pounds total. A medium load penalty imparts a -3 check penalty and reduces sped to 20. (Just like medium armor). Essentially my character would act as if the eidolon was carrying a big sack full of loot on his back or wearing medium armor.

"A creature with a climb speed has a +8 racial bonus on all Climb checks. The creature must make a Climb check to climb any wall or slope with a DC higher than 0, but it can always choose to take 10, even if rushed or threatened while climbing. If a creature with a climb speed chooses an accelerated climb (by accepting a –5 penalty, it can move half its speed (instead of one-quarter its speed)), it moves at double its climb speed (or at its land speed, whichever is slower) and makes a single Climb check at a –5 penalty. Such a creature retains its Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus to their attacks against it. It cannot, however, use the run action while climbing."

So his climb skill is a 15 normally or a 12 with me on his back. Since he can take 10, he can get up to a 25 normally or a 22 with me on his back. This means that he can easily climb the following surfaces with listed DC's:

0 A slope too steep to walk up, or a knotted rope with a wall to brace against.
5 A rope with a wall to brace against, or a knotted rope, or a rope affected by the rope trick spell.
10 A surface with ledges to hold on to and stand on, such as a very rough wall or a ship’s rigging.
15 Any surface with adequate handholds and footholds (natural or artificial), such as a very rough natural rock surface or a tree, or an unknotted rope, or pulling yourself up when dangling by your hands.
20 An uneven surface with some narrow handholds and footholds, such as a typical wall in a dungeon.
21 A typical buildings upper-story wall
25 A typical buildings lower-story wall

So how should I handle this? Am I missing something?

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I think what Belle is saying is that you can wield the greatsword with two hands or cast a spell without dropping/sheathing it. You can cast a spell with a single hand (pretty sure), so you can just hold your sword in one hand while the other one does the wiggly magic stuff to cast a spell. I see no reason why you'd need to sheathe it at all or drop it. You'd still only be able to perform one standard action per round (generally) but you can pick spell or melee attack.

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One of my favorite traits is Lessons of Chaldira from Faiths of Purity, especially since it is legal in PFS.

Rerolls are pretty amazing.

"Lessons of Chaldira (Chaldira Zuzaristan)

Your studies of Chaldira Zuzaristan’s exploits have given you a knack for avoiding trouble.

Benefit: Once per day, when you fail a saving throw, you can reroll the saving throw. You must take the second result even if it is worse."

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I have a master summoner who took a single dip into gunslinger. I used the Mysterious stranger archetype to maximize my CHA bonus, and the musket master to gain high damage and rapid reload for free. The only downside is that I lose the quick clear deed, so misfires put the gun out of commission for a fight, until it can be repaired.

Also gained +2 fort/ref saves, a +1 BAB, more class skills, grit (using cha), and martial weapon profs (just in case).

The theory behind it is that quite often you fight mean things with low touch ac's. Even with the summoner's reduced bab it shouldn't be too hard to hit the 10-14 touch ac of most things. (Thinking of tier 8-9 PFS mummies). I shoot stuff (and hit it) while the beasties maul them up close.

I love synergistic combos. I'm always on the lookout for abilites that change a classes base stat into something else. (like mysterious stranger changing wis to cha).

Other fun ones.

Bard 1-2/oracle (CHA)
Wizard 1/mindchemist
Barbarian/Ninja (rogue)
Sorcerer 1/Zen Archer

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There is at least one, if not several races who suffer from light sensitivity in the New Advanced Race Guide. (Drow and half-drow come to mind immediately).

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I find it is helpful if you have a known character from something you like (Book or movie), and try to do what you think they would do. Much like Alitan uses his friends as character models.

Most of my female characters (I am male) are pretty strong women (not physical strength). They can do everything that a man can do, but socially different people interact with them in different ways. I quite enjoy completely shutting down some of the more flirty, cheesy guys who play those suave, charming d-bags. As a guy, I see right through their stuff in RL and it follows through to roleplaying. Though, casual flirting is fine as long as they aren't be an idiot. Example of characters I use as models for behavior: Ripley, Red Sonja, Brunhild (from Dragon King Movie), Evie from V, Mulan, The Girl with the Dragon tattoo, Female Shepard, and so on and so forth. The girl from the new movie Brave seems to be like many of my characters as well.

In the end, it probably won't affect your strategy or character build much as the sexes should be more or less equal in abilities. The roleplaying is where the main differences happen. If your Dm or other PCs like to do roleplaying then it can be immensely fun to see how the other half lives, and what they have to deal with.

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Our group has a house rule to accommodate players who miss sessions.

1. The player gains XP to keep u p with the group.
2. The player does not gain any money or loot, since he was not there to share in the finding.
3. The player can email or have a chat with the GM outside of the game and explain what his character was doing in the meantime while the rest of the group was off adventuring. If the Dm feels this is sufficient he can award the same money/loot as everyone else got.

We really like how this works out. Sometimes life gets in the way of gaming. That is how it goes. Punishing people for not being there seems like the wrong way to do things. This way people stay on tier with the group and don't drag them down with having to be protected all the time. It also encourages the player who missed out to put forth effort to make up the lost money/loot.

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Core Rulebook Pg 490 wrote:
Using a scroll is like casting a spell for purposes of arcane spell failure chance.

So yes, it would incur ASF. No worries for the short hijack :)

Anyone know about my question?

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I have had two DM's say off the top of their heads that they didn't think it was allowed, but I can't find any evidence that says you cannot do it.

The scroll says it acts just like casting a spell. The rod says you don't have to activate it, but merely hold it unless otherwise noted.

For example, I have an elemental metamagic wand and a scroll of fireball. Could I use the rod while casting the scroll and make it an iceball?

Sorry if this is obvious in the rules and I just missed it.

If there is no rule for or against it, then what do the DMs think? I want to use it for a PFS character so I'd prefer to nail it down or get a consensus from GMS who run PFS events.

Thanks in advance!

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It might be worth noting that if you never reach lvl 7 (because you are taking a dip into Sorc instead of making it your primary class), then it never becomes an issue.

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This is a fantastic idea!

I Would suggest going a step further and allowing them to switch factions until they hit lvl 2 as well. (keeping any faction points gained with the respective factions). The session or two of different faction missions will help you decide if you really like playing Quadira or Cheliax, etc. It also saves you since some faction missions are especially hard for certain character concepts, but many players don;t know that until they try it a few times.

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It sounds like this GM may have some issues in general, or with you personally. He should be trying to help the whole group have fun playing. If he is not, then go play somewhere else. He certainly, should not ever grab you in a painful way, if at all.

You could also try talking to the other players and seeing if any of them would be willing to go play elsewhere with another GM. Perhaps one of them could GM?

Where are you geographically? Are there any local PFS or other gaming groups around?

It might be difficult, but you could also take the Gm aside and ask him if he is specifically singling you out. It doesn't seem right that you only get to use Core while the others in the group get to use all the other official Pathfinder sources. That alone would prompt me to leave. If you are making your characters using the rules, then it should be more or less balanced.

Are any of the other players in your group on the forums? Could they give accounts to validate or refute your experiences? Sometimes, seeing things from a neutral third-party is very helpful.

Life is too short to get kicked in the teeth every week (or however often you play) and keep coming back for more. Go find another group, or better yet, take the group and find another GM. Your group-mates should stick up for you, and if they aren't then perhaps they are not as good friends as you think.

The Exchange

These sound awesome!

One question: Is the Dodo supposed to be a +2 initiative or is he meant to be a +4 like the greensting scorpion (recently errated from a +2 to a +4) and the compsognathus?

The Exchange

This is pretty awesome.

A few points of feedback, feel free to hate them. :) Sorry if others have already suggested them. (I didn't read the whole thread).

1. I'd color the Spell titles based on your rating colors, rather than have them all be black. You want to see if it is good right up front without having to scroll down through text to find the answer at the end. If some of them are several colors then I'd color the title in a few colors. Like SCORChing ray, where the caps would be green and the lower case would be yellow. But DO NOT do ScOrChInG rAy as nobody but grannies think that looks good. Put the worst rating color(s) at the front and end with the better one(s). Then get rid of the rating slot at the end.

2. I'd love to see the spell lists for each class at the very top (also colored), sort of like an index. I would find this compendium most useful when I was leveling a spell casting class (duh). When I do that I don't want to see every single spell in the book, I want to see a list of what my class can learn. Going to the sorcerer/wizard 2nd lvl section and seeing a colored list of names/links would be most useful. That way I could open the links for the blues and green and ignore the rest.

3. I would suggest not having quite so many colors. You don't need three shades of every color as it just gets confusing for the reader and is a LOT more work for you. Red, Orange, Green, Blue, Purple is plenty IMHO.

4. I'd add a category under each spell called "Good for scroll/wand" and answer with a simple yes/no. There are lots of spells that make excellent scrolls/wands because they have duration of minutes(hours)/lvl rather than rounds/lvl, or for higher lvl spells still have a good duration at minimum caster level. If you really wanted to go nuts you could color this slot as well. Red is bad, Green is good, blue is Must have. When reading through huge lists with lost of text, colors is a fast way to help users sort important data. Sometimes I just want to quickly see what would be a good wand investment.

The Exchange

Karjak Rustscale wrote:

but yes, they start with all 0-levels, and 3+int mod First Levels, and gain 2 spells every level, can learn from other Familiars, Spellbooks, and Scrolls.

Are you sure they can learn from spellbooks? All I see in the rules is scrolls, familiars, and natural leveling. Is there errata someplace that I am missing?

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