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zean's page

Pathfinder Maps, Pathfinder Accessories, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber. Organized Play Member. 267 posts. 3 reviews. No lists. No wishlists. 2 Organized Play characters.


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Grand Lodge

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Strong characters are supposed to be really strong. Wizards are busy altering reality because their Intelligence is really high. I don't think it's a stretch that someone with 16-18 Strength can do strong-person-things. Bonus points if the character is spending their Skill Increases in Athletics to actually be really good at Athletics.

Grand Lodge

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Could an Alchemist just prepare a bunch of poisons during their daily prep with Advanced Alchemy, and poison all of their Crossbow Bolts ahead of time? They could then attack people with poisons basically "for free", without having to spend actions mid-combat to apply poison.

Grand Lodge

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Interesting, the stuff you're mentioning is actually just stuff from D&D 3E / PF 1E, in this case :P But it doesn't make the praise any less valid!

I like the fact that Runes can be MOVED. Getting a +3 Greatsword when I like to dual wield is no longer a letdown - I can just move the +3.

Grand Lodge

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Here.

Grand Lodge

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With the latest Errata, the Level 1 Mutagenist feature does almost nothing. Here are its 3 mechanical benefits:

1. You start with the formulas for two 1st-level mutagens in your formula book, in addition to your other formulas.

2. You can gain the benefit of any mutagen, even if it wasn’t specifically brewed for you.

3. Whenever your proficiency rank for simple weapons increases, your proficiency rank for unarmed attacks increases to the same rank unless it’s already better.

Number 1 is worth what, 2 gold?

Number 2 doesn't seem to do anything, because the consensus I've gotten from the community is that mutagens no longer key off of a particular target (and I hope we keep it this way, because the idea of trying to pre-brew each mutagen at the start of the day seems awful, not to mention it means finding mutagens as loot would do nothing unless you had a mutagenist).

Number 3 literally does nothing, with the latest errata that Unarmed Attacks count as Simple Weapons for Proficiency.

I have a new player who's playing a Mutagenist in my PF Game. Should I tell them to stop playing the class and play something else? I don't want my new player to feel bad for play a character with a blank class feature.

Grand Lodge

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It's probably a –2 circumstance penalty to AC so that it stacks with circumstance bonuses to attack rolls for players doing clever stuff.

Grand Lodge

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Two Actions and a Reaction all just to avoid one attack doesn't seem particularly strong. It seems pretty niche honestly.

I'm inclined to believe that this does work, except upon further reading of Ready, it looks like you can't prepare two types of actions. So you'd have to prepare Step OR Stride. However, it does look like you could just choose "A creature attacks" as the trigger, and choose which attack to trigger off of.

https://2e.aonprd.com/Actions.aspx?ID=82

Grand Lodge

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I mean, Attack of Opportunity works when the target declares that it will move, thus spending the move action, but obviously before the movement occurs, since that's how a melee Strike is able to still hit.

It seems like Ready should allow moving in response to an attack action, before the attack occurs. And if you're out of the attack's range, then it follows that the attack should just miss.

Grand Lodge

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Can I Ready with the following:

Trigger: A creature makes a melee attack
Effect: Step

or

Trigger: A creature makes a ranged attack
Effect: Stride

or

Trigger: A creature attacks
Effect: Step or Stride

The goal would be the Step/Stride out of range of a melee attack, or Step/Stride out of range or Line of Sight of a ranged attack. Since the creature already made the attack, they still "used" the action, but since I moved out of a valid targeting range, the attack doesn't hit me.

We know that with Attack of Opportunity, the Reaction resolves BEFORE movement if someone attempts to Stride away, and that they still "use" the action, so they can't change their minds afterwards to instead use that action on something else (like Strike or provide a component for a spell).

So does this work? Can I use this to effectively evade attacks, and force opponents to waste actions?

Grand Lodge

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Does this grant Training in Spell Attack Rolls and Spell Save DCs? If not, does this mean that attack cantrips with this feat would have +0 to hit?

Grand Lodge

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Two questions:

- Can I just bring a bunch of small objects (let's say a bag of marbles), drop them as a Free Action on the first round, and just hurl those for the rest of the encounter?
- The spell specifically says Ranged Attack. So this is a Dex Mod attack, with no to-hit scaling? (For example, higher level Bombs will actually have inherent to-hit scaling to make sure they scale to magic item progression it seems.)

Grand Lodge

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So I was reading the Paizo Blog post, Adventure Marches On

And I noticed this

Pathfinder 2nd Edition wrote:


Brutish Shove
Feat 2
Keywords: Fighter, Press
Requirements: You are wielding a two-handed melee weapon.

Effect: Throwing your weight behind your attack, you hit your opponent hard enough to make it stumble back. Make a Strike with a two-handed melee weapon. If you hit a target that is your size or smaller, that creature is flat-footed until the end of your current turn, and you can automatically Shove it, with the same benefits as the Shove action (including the critical success effect, if your Strike was a critical hit). If you move to follow the target, your movement doesn't trigger reactions.

This strike has the following failure effect.
Failure: The target becomes flat-footed until the end of your current turn.

And I was reminded of the D&D 4E Power, Tide of Iron:

Dungeons and Dragons 4th Edition wrote:


Tide of Iron
At-Will
Keywords: Martial, Weapon
Standard Action
Requirement: using a shield
Target: one creature
Attack: Strength vs AC
Flavor Text: After each mighty swing, you bring your shield to bear and use it to push your enemy back.
Hit: 1[W] + Strength modifier damage, and you push the target 1 square if it is your size, smaller than you, or one size category larger. You can shift into the space that the target occupied.

Increase damage to 2[W] + Strength modifier at 21st level.

Now obviously the maneuvers are still different. Notably:

  • - Brutish Shove requires a Two-Hander while Tide of Iron requires a Shield
  • - Brutish Shove inflicts the Flat-Footed condition, even on a Failure (but not a Critical Failure).
  • - Brutish Shove has the Press trait, meaning it cannot be the first attack you perform on your turn.

I do get what both powers are going for. They essentially take Bull Rush (a Combat Maneuver in PF 1E, a Skill Check in PF 2E, an At-Will Power in D&D 4E, and a Variant Combat Actio in D&D 5E), and then turn it into a Power (or I guess feat, cause everything's a feat in PF 2E now), allowing someone to get both the benefit of doing weapon damage along with pushing someone into a different square.

I want to be clear. I'm not against this. If anything, it makes me more excited to play PF 2E. I really liked D&D 4E.

Regardless, the honest question I have is: how much effect did D&D 4E have on the development of PF 2E?

I'll leave a note of one other, subtler difference between Brutish Shove and Tide of Iron, that I suspect makes it harder to notice that the two have similar design spaces: Brutish Shove has its flavor text baked into the effect line, while Tide of Iron just describes the mechanical effect, and separates out the flavor text into its own line (it's not even included on the D&D 4E wiki, I had to get it from my own D&D 4E PHB). I believe the design goal of doing this is to make Brutish Shove feel like the lines of a book in-universe describing the ability (similar to how many Spells in D&D-like games apart from D&D 4E describe their magical effects). D&D 4E just gives us the mechanical effect in the effect line, and does not evoke the feeling of reading a text of describing a maneuver from within a fantasy universe. It's a subtle difference, but I wonder if it will make people "accept" the maneuver better (along with making everything into Feats, and avoiding the use of the term, "Power").

Grand Lodge

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This is important mainly for PFS legality, which explicitly lists Bloodroot as a legal poison for characters with the Poison Use ability.

There are two versions of Bloodroot, and normally I'd be fine with just taking the later version, but in this case, the conflict is between Core and Ultimate Equipment:

Bloodroot in Core:
Type poison, injury; Save Fortitude DC 12
Onset 1 round; Frequency 1/round for 4 rounds
Effect 1 Con damage and 1 Wis damage; Cure 1 save

Bloodroot in Ultimate Equipment:
Type poison, injury; Save Fortitude DC 12
Onset 1 round; Frequency 1/round for 4 rounds
Effect 1 Con damage and 1 Wis damage and confusion 1 round; Cure 1 save

The Confusion effect is a MASSIVE improvement. Which is the correct version for the purposes of PFS (and just, which is the correct one for PF in general?)

Grand Lodge

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I'm seeing a ton of entries that failed to bold the right words correctly. Should I flag these entries as having broken the rules? How about ones that capitalize a word that obviously shouldn't be capitalized?

Grand Lodge

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The Spell Component Pouch is a gamist mechanic designed so that players do not need to account for utterly mundane material components like sand or butter.

Consider the Spell Component Pouch to essentially be a borderline magical object that doesn't actually radiate a dweomer (magic aura) of its own, and you'll be fine. As long as you have one, you can draw from it as much mundane material components that you need do not have a specified GP cost.

Grand Lodge

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If it was a Wish that increased an ability score, and it was an Efreeti that you summoned... would the bonus be permanent?

After all, if you used Wish to bring someone back to life, then that would presumably stay permanent. So wouldn't a Wish to increase one's stats be permanent as well?

Grand Lodge

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This is not the right section. It should be moved to the Rules Forum.

Given that.

The answer is that the GM looks at the improvised weapon in question, and tries to compare it to an item that is roughly the same size or build of an item that already exists.

A thrown rock that fits in your hand, about the size of a fist? It probably does about the same damage as a Dagger, which does 1d4 damage. So I'd say the rock does 1d4 damage. Maybe 1d3 if the rock is small or you don't think the rock should do that much, or maybe 1d6 if it's kinda big or maybe it's a really sharp rock or something.

Improvised Weapons are a classic example of expected table variance in Pathfinder, and no one can tell you the definitive right answer, other than giving you a sort of ballpark estimation. However, I'll tell you right now I think a thrown rock that fits in your hand does 1d4 damage.

Grand Lodge

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AGH. David, why does it say "zean wrote" in your post? I didn't write that! Please change that if you can!

For people who are inevitably gonna quote from above, please change the quoting to say from "zean wrote" to "AdAstraGames wrote".

Grand Lodge

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AdAstraGames wrote:

Do you permit male clerics to channel energy?

By RAW, only female clerics can do so.

Quote:


Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.

A good cleric (or a neutral cleric who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or a neutral cleric who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric of a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells (see spontaneous casting).

Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect.

A cleric must be able to present her holy symbol to use this ability.

So, if you allow male clerics to channel, you're already breaking the Talmudic Purity of Pathfinder Society...

This is the greatest argument against RAW interpretations that I have seen, ever. I am favoriting your post just because that argument made my day. Thank you so much.

Grand Lodge

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The Divination (Foresight) one is by far the strongest school for Martial characters dipping into Wizard.

The ability to never miss the Surprise Round is amazingly useful.

Also, the ability to manipulate your dice rolls (the Prescience ability) is incredibly helpful for a character who rolls a lot, like a Fighter.

Also, I definitely agree that getting a Familiar who increases some stat (Will and Initiative are both the really big ones) is the way to go. I actually really like the idea of getting a Will-familiar so that you get an effective +4 to your Will saves. Very nice for a Fighter type.

Grand Lodge

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Wiggz wrote:
Kiinyan wrote:
Wiggz wrote:
I know that wizards aren't very common in PFS play which naturally makes me want to build one. I've recently decided on a favorite - an Elven Wizard & Spellbinder who selects the elemental void as his specialization. I haven't been able to figure it out yet (browsing the truly exhaustive list of banned options for PFS), so I figured I'd ask here: is either the Spell-binder or the Void mage illegal for PFS play?
This sounds vaguely familiar... And yes from what I can tell completely legal. I want you at my table. So that you can buff the abomination of a fighter I'm considering. Dual-wield scorpion whips plus whatever buffs you grace me with.

Heh - that Reveal Weakness has got to be the best Wizard power I've seen, in with the elven favored class bonus I could pretty much do it every round. Figure I could combine it with some nice Quickened save-or-suck spells...

I'm in the process of trying to decide which spells to choose as 'spell bond' options and which spell I eventually want to make the object of Spell Perfection... I'm leaning pretty heavily towards Suffocate (sticking with the void theme and all that).

Whoa... thinking about Quickened Metamagic already. That's certainly thinking far ahead...

And Spell Perfection, which you can't get till 15th Level... where the max level for normal play is 12...

Not saying it's a bad idea, just telling you that that's a long way's away.

Also, have you looked at the trait Magical Lineage, from the APG? If you're into Metamagicking stuff, that's a great place to start.

Grand Lodge

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Never, because there are no rules for detaching limbs in Pathfinder. Which should actually already prevent these Enhancements from ever working with an Amulet of Mighty Fists and Natural Weapons because there are no rules for detaching limbs.

I think the more pertinent question is where on earth do you read the rules for Throwing and Dancing weapons and draw the conclusion that you can conjure ghost fists or air blasts.

The thing is, you're using flavor to remove a downside, which is losing a limb. There is nothing in the Throwing Enhancement which allows you to swing your sword and generate a energy blast in place of actually throwing your sword. Why should an Amulet of Mighty Fists plus Natural Weapons get any special treatment by the rules?

AdAstraGames wrote:

Throwing:

Your amulet of mighty fists allows you to "air punch" with such awesomeness that you may make one full attack per combat with a range increment of 10'. You can regenerate this ability by walking to the square where your opponent was and spending a Move action going "F*+@ YEAH!" or something similarly self aggrandizing.

This sort of thinking worries me deeply, because I really don't feel it's the correct approach to take in playing a game like Pathfinder. All the things you've mentioned have other inherent rules interactions. What happens if I throw my fist into some square I can no longer reach? So does the Amulet just stop working? Is that to simulate the idea of losing one's weapon? What if I attack an enemy in the air? Do I need to go to the square up there, or to the one 'on the ground'? What constitutes self aggrandizing oneself? Can I do it in a zone of silence? Also, does doing this provoke an Attack of Opportunity? Because picking up a weapon from the ground always does. What if I attacked an enemy that was walking on some hazard like Acid or Lava or Water or floating over a Pit? Where does my fist go then? Is it damaged, like a normal Thrown Weapon would be? Also, if I somehow manage to lose my Weapon, can I use a Wish spell to bring it back? I can see arguments for both sides.

Jiggy was bringing up the stolen weapon problem simply because it's the easiest example of why doing something like this just isn't a good idea.

But more importantly, it's the fact that you're blatantly trying to get around the problem of having to give up your limbs and not having an easy way to reattach them to your body without some sort of heavy duty magic or surgery, that is the real problem with doing something like this. This is not reflavoring. It is creating a new mechanic.

Grand Lodge

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AdAstraGames wrote:


Yes, there's a minor advantage that you cannot have your thrown weapon picked up and stolen...which happens exactly how often in PFS games?

Uh, pretty often. My Archers and Gunslingers have learned that shooting while in Melee is the quickest way to have their weapons disarmed and possibly stolen. I've definitely had bad guys try to steal weapons if they thought they could get away with it, and it seemed like it was in character for them (for instance, a band of thieves attacking a bunch of Pathfinders in an alleyway).

Grand Lodge

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AdAstraGames wrote:

I'm not changing the mechanics at all - these use the in-game-effects as written.

They just change the special effect in ways that don't alter the mechanic and don't require someone to throw body parts at the enemy, walk over, and staple them back to themselves.

I'm afraid that the point of these Enhancements was that the weapon itself was the one physically going over and doing these things. By 'reflavoring' these Enhancements, you have actually removed the most significant downside to the interaction between these Enhancements and Natural Weapons. Reflavoring is fine, but getting rid of real mechanical downsides (in this case, physically losing a limb by having it removed from your body and tossed) constitutes 'changing mechanics.'

Grand Lodge

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AdAstraGames wrote:

Throwing:

Your amulet of mighty fists allows you to "air punch" with such awesomeness that you may make one full attack per combat with a range increment of 10'. You can regenerate this ability by walking to the square where your opponent was and spending a Move action going "F&%# YEAH!" or something similarly self aggrandizing.

Throwing + Returning:

As above, but you can replenish the ability with a free action provided. You still need to do self-aggrandizement.

Dancing:

Your Kung Fu is so strong that you can create a ghost-fist that attacks at your base attack bonus for a full flurry for four rounds.

All of these are at least as sensible as creating a ball of fire out of bat guano and righteous indignation. They're simply talismans for kung fu powers out of video games.

I have fewer problems with this than with the Captain Andoran clones I see...

As cool as these ideas are, I'm pretty sure they just don't work in the RAW-only land of PFS on the basis that you're adding new mechanics to the game.

There are no rules for a ghost fist that is magically generated thanks to Dancing. It says the weapon itself must be the one to do the fighting. Similarly, Throwing weapons require that the weapon itself lunge over and do the damage, not a magical strong gust of air.

Let me try and change my position a little. If you want to add Dancing or Throwing to your Natural Weapons, then by all means, go ahead. But you need to have some easy way to dislodge these body parts from your body. Assuming that these Weapon Enhancements allow you to just sorta pluck them off and toss them with ease, you'd have the difficulty of actually putting them back on, not to mention that you'd most definitely suffer at least 1 point of Bleed Damage each turn until someone performed a DC 15 Heal Check or cast a healing spell on you. Then, even if the weapon had Returning, there's nothing in the magic of Returning that allows you to reattach a limb to your body.

A missing limb would require a Regenerate spell in order to replace it.

Grand Lodge

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I'd hope that Enhancements like Dancing and Throwing would seem obviously unworkable on an Amulet of Mighty Fists without PFS having to create a list or ruling telling you that it isn't...

Grand Lodge

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What abilities would not be allowed on an Amulet of Mighty Fists?

As far as I can tell, you can add any Weapon Enhancement abilities (that are legal for normal weapons in PFS) that you want, and you also don't need to have the initial +1 in order to get there.

Some people don't like it or house-rule it away, but you can indeed have a Flaming Frost Shock Amulet of Mighty Fists for 36,000 GP.

Speed is the problematic one, of course (the general consensus seems to be that you can only benefit from Speed once per round for adding to the number of attacks you have, in total), but that's been a problem ever since people have been debating over whether dual-wielding two Speed weapons lets you make two extra attacks as opposed to one extra attack.

Otherwise, though, I don't actually know what Weapon Enhancements pose a problem for Amulets of Mighty Fists.

By the way, in answering your question, I came up with the weirdest idea - get a Spell Storing Amulet of Mighty Fists for 4000 GP. Put a useful spell inside it and if you need to activate it, just punch yourself and have it cast on you.

Grand Lodge

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If you have both armor and a shield with the Fortification Enhancement, do you roll both, or take the higher one?

Grand Lodge

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I wanna see someone try Planar Binding a Glabrezu, however (which a Wizard can do at 11th Level, or a Sorcerer at 12th Level). It looks quite dangerous, but geeze, if you managed to do it, you could legally acquire a Wish spell in a PFS scenario.

Grand Lodge

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Trying to balance PFS can be incredibly hard.

Take it from me. I lead a group of about 15-25 players that runs the gamut from hyper-optimized Casters with all sorts of Controlling nonsense and Martials with DPR that can one-shot final bosses, to people who barely understand what the difference is between a Standard and a Move Action is, to this very day.

The simple fact of the matter is that it's not PFS's fault. It's Pathfinder's. Pathfinder is a game where not all the classes are balanced, not all the mechanical interactions are entirely fair, and combats can be incredibly swingy due to the prevalence of powerful spikes in damage and save-or-suck effects. Also, the game is highly skill-based, and as such, there's a huge difference between a highly skilled player and a not highly skilled player controlling the same pregen.

Earlier PFS scenarios, to be quite frank, were often far too easy. It was not uncommon at Tier 1-2 to have enemies that had a piddly +1 to their to-hit versus AC. Scenarios like this often over-compensated in favor of those who chose not to cheese the wazoo out of their characters, but instead chose to build characters focused more on concept rather than DPR or highly efficient Spells. And people just sort of accepted this. However, as PFS grew and, as with all things, people began to 'figure out' the inner workings and general standards of the campaign (PFS is a highly human-focused campaign, for instance, so certain builds of characters become far more viable because oftentimes the enemies you fight are Human NPCs with PC Class levels), people inevitably started to build 'stronger' characters who were more prepared for the challenges ahead.

To be honest, I don't know what PFS can actually do to fix this, short of creating 'hard mode' and 'easy mode' versions of scenarios (they already kinda do this by allowing people to 'play up' or 'play down'). The very premise of PFS is that you can play with a random group of people from any of the classes controlled by players with varying skill levels (sorta like real life, really). I honestly think that we all just have to learn to deal with it, and adapt to the situation by realizing that the later scenarios are starting to be built with an eye toward the more optimized characters as opposed to the less-optimized ones. However, I do believe that a great deal of this can be fixed by actually following the darn script of the scenarios and playing the enemies suboptimally as written. Seriously. So many enemies and big bads do tactically terrible things like drinking a healing potion in the middle of battle, and 'smart' GMs will ignore this, leading to player deaths and an amped up difficulty. There's actually a really good chance that if players are dying with Level 1 Pregens in Tier 1-2 scenarios, the GM is taking NPCs and playing them way too hard (read: playing them in a way contrary to their tactics written in their stat block).

Grand Lodge

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I don't see how this is any worse than requiring people to purchase Ultimate Combat and Ultimate Magic to play certain new classes.

I think this is completely reasonable.

Grand Lodge

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A question from another board:

"What are the consequences of failing a fly skill check?

For example:

A wizard casts Fly, intending to fly up a vertical mine shaft, but rolls miserably, failing to reach the fly vertical DC of 20 and the hover DC of 15. He cannot fly horizontally due to being in a mineshaft, he cannot stay since he failed his hover DC, and its only if you have wings *and* fail by more than 5 you plummet..."

I always assumed that if you flew by means which did not involve wings (such as by the Fly spell), you could simply float on your turn in your square in the Initiative without having to make a check. But now I'm not so sure.

Grand Lodge

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If a person attacks themselves, do they have to roll to hit, or is it assumed they hit?

Grand Lodge

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With a Spell Storing Item, what is the DC Save for a spell cast from it? Minimum, like a Scroll, or the Caster's?

Grand Lodge

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Oh, yes, I'm quite aware that a +1 Holy Weapon is effectively a +3 Weapon.

I was just asking was all, thank you for the prompt replies.

Grand Lodge

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I was wanting to know if it was possible to, when upgrading a Magic Weapon, change the types of bonuses you've placed upon the weapon.

For instance, if I upgrade a +2 Longsword, can I turn it into a +1 Holy Longsword? (Holy being a +2 Enhancement.) How about a +1 Flaming Longsword?

Grand Lodge

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Do Sandles of Quick Reaction let you make a Full Attack in the Surprise Round?

Grand Lodge

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I dislike GMPCs.

However, sometimes they are necessary if you have an incredibly small group, such as a two-person group.

I dislike that PFS requires a GM-controlled 4th character if there are only 3 people. Let 'em take the challenge on, I say.

And of course, if you have four or more people, they have no business existing.

However, I will say this. I think focal characters that the GM roleplays to interact with the party (for instance, an eccentric businessman that hires the PCs to do some missions, and demands that he comes along for the ride and observes them as they fight through monsters, or an NPC that the party often talks to all the time and that the GM will communication a good deal of the story's information through) can be a great narrative tool, when used correctly.

Grand Lodge

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If a creature opens a door and sees a Hypnotic Pattern, assuming the Hypnotic Pattern still has Hit Dice "left over" (perhaps it actually hasn't effected anyone yet) can the creature be affected by the spell, assuming it was cast several turns earlier? (Perhaps an Illusionist was keeping it up hoping to trap people by its effect once they entered in.)

Also, does Protection from Evil protect against Fascination effects like Enthrall and Hypnotic Pattern?

Grand Lodge

Pathfinder Maps, Pathfinder Accessories, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

Does Abundant Ammunition work on Alchemical Cartridges?

Grand Lodge

Pathfinder Maps, Pathfinder Accessories, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

RAW, the bullets have a 30% miss chance.

However, I personally run it as 100% miss chance, for balance reasons between Guns and Bows.

Grand Lodge

Pathfinder Maps, Pathfinder Accessories, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

Freedom of Movement vs Create Pit.

Does FoM let the person auto-pass their save?

Grand Lodge

Pathfinder Maps, Pathfinder Accessories, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

A question about the spell Abundant Ammunition and Non-Magical Weapon enhancements. If you abundant ammunition some poison ammunition, or ammunition covered in weapon blanch (such as Ghost Salt Blanch), does abundant ammunition replicate the effects of those items as well?

Grand Lodge

Pathfinder Maps, Pathfinder Accessories, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

I hide my question in a Spoiler from Carrion Hill!

Carrion Hill:

Can the Spawn of Yog-Sothoth grapple more than one creature at a time? I mean come on. It's a gigantic eldritch horror spawned from the Cthulhu Mythos.

Also it has 4 limbs and each limb has grab...

Could the Spawn use two limbs to grab a creature without the -20 penalty, and then do it again at least, say, 3 more times (it would have 2 limbs each time, to try and grapple).

Also, if it could, could it spend a Standard Action to maintain multiple Grapples, or would it have to release 2 people?

If it couldn't do any of the above, could it at least try to grapple multiple people with its limbs at a -20 penalty to each attack roll?

Grand Lodge

Pathfinder Maps, Pathfinder Accessories, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

Also, Darkest Vengeance is a really difficult scenario from Season 1.

Grand Lodge

Pathfinder Maps, Pathfinder Accessories, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Grimcleaver wrote:

So I'm pretty new to Pathfinder Society play. Just started up at the game store after moving to town. We played Master of the Fallen Fortress.

** spoiler omitted **

Then we played an encounters adventure called Darkest Vengeance.

** spoiler omitted **

Are all the adventures this brutal? Yeesh!

Nope. They vary wildly. I distinctly remember my 20-person playgroup complaining that PFS was too easy. Then I started picking the really difficult stuff, and they suddenly stopped complaining (mainly post-mid-Season 3 stuff, and a few random tough things in 1 and 2).

Grand Lodge

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I will only keep track of them if they have some way to be healed. Otherwise, they are immediately dead once they reach negatives. Though if the players want to interrogate them or something, I'll usually say they're just unconscious. Really, don't fiddle with the numbers too much, if it drags out combat. Once they're negative, they're gone, usually.

Grand Lodge

Pathfinder Maps, Pathfinder Accessories, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

Never. A Wizard will always need a Damage Dealer to win battles consistantly over the course of a campaign, and the Fighter is the most efficient damage dealer of them all.

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