after reading your awesome handbook, and seeing that it is being updated recently, i had a couple questions...
- were you planning on adding Naga Shape I-III to it?
- i noticed that a couple basic polymorph spells, like Baleful Polymorph and Polymorph Any Object, weren't listed near the end. were you planning on adding those?
- maybe add Elemental Attunement to the list of feats?
here's the rest of those 3.5 Chronicles Campaign Setting (including the cleric from above)...
Chronicles Campaign pg 5 wrote:
Steal Book was reprinted in the PFS Scenario 3-10, making it 1st party material. For whatever reason, it is not in Nethys, along with many other Scenario mechanics.
i just figured both were worth mentioning.
the feat helps people tailor the prohibited schools to their own playing type. some people hate certain schools for a variety of reasons, and this lets them dump that school for another.
i assume not, but would you ever look at the Wayfinder material? it is 3rd party, but is on Paizo's website, so more like 2nd party.
Would you want to mention New Thassilonian Magic as a way to change the power/versatility levels for most of the sins?
Also, the original Pathfinder Chronicles Campaign Setting has alternate class features for all of the core classes. They replace a variety of abilities, and feel a little like pseudo-archetypes (similar to the Thassilonian specialist does).
page 43 wrote:
Earlier tonight, we had a heated debate on how a Bard's countersong actually works. There seems to be 2 different stages, and the 2nd is fairly clear cut. It was the initial part that caused the discussion.
Core Rulebook v6 Lite wrote:
Countersong (Su): At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components). Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself ) that is affected by a sonic or language-dependent magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard’s Perform skill check result for the save. Countersong does not work on effects that don’t allow saves. Countersong relies on audible components.
Person 1: Believes that the effect is similar to a reroll.Where, you use the better roll, regardless of a natural 1 (on either die, since a natural 1 doesn't auto-fail a skill check). Referenced the Fortune Hex, despite not having the same language.
Person 2: Believes that the effect is not a reroll.
What are your opinions on how it works, and why you think so.
I can't put up an actual review, but I figured that this was good enough.
We played this scenario yesterday and it was amazing! Despite needing better editing for time, it was well written for the most part. We had a lot of fun, and it is probably in my top 5 games, maybe even #1. Watch out though, it is very investigation-intense and requires more than average story book keeping.
Top 5 for base 11+ only
Pact Wizard (Haunted Heroes Handbook, not that crap from Familiar Folio)
Top 5 from outside the 11+
even though they are approved in the Additional Resources? I've noticed the same with several other APs.
here's the APs that have no chronicle sheets and their approved adventures.
Oh, I agree it makes sense to not work as crazily as that, I see both sides.
But each of those weapons are a separate weapon, and would have a separate use/rnd limit. You probably might not say the same if someone bought two +1 Fortuitous manufactured weapons, they'd be kind of pissed.
Conductive weapons do a very similar non-action 1/rnd.
In my examples, it was four separate AoOs triggering actions that the tiefling use one of each of his weapons (using Combat Reflexes, as mentioned in the first couple sentences). It was not all four weapons on one triggering AoO action.
Speed has a mechanical limitation written at the end. Whereas Fortuitous does not.
I was curious about how a +0 Fortuitous Amulet of Mighty Fists interacts (in PFS) when you have Combat Reflexes and multiple types of natural attacks? Each weapon is a separate weapon, like a pair of swords are.
Ex. Tengu Monk 1 has the amulet with unarmed strike, 2 claws, and bite.
Round 10, baddie 1 drinks a potion next to you... triggering an AoO unarmed strike and a second at -5.
As its standard action, baddie 1 tries to grab you, triggering an AoO with your claw and the second at -5.
Same round, baddie 2 provokes two separate AoOs (like stand up and cast a spell) for each of your claws to be used with the 2 Fortuitous follow-ups.
I was talking to some friends after a game tonight and Monstrous Graft came up. We talked about the mechanics and how vague they were in combination with other mechanics.
We were hoping for some rulings on the following questions...
1) what kind of limbs are replaceable? It only mentions gaining bonuses for arms and legs.
Ex. Tiefling can have extra limbs like wings or a tail.
2) what kind of limbs are the replacements limited to? Mechanically, it doesn't mention that the limb must be the same as the stump.
Ex. Tiefling swaps out his wings for a tail and a leg, or his tail with and arm.
3) obviously Tentacle and Vestigial Arm are limbs, does the grafted arm still have to abide by the 'no more attacks' clause?
Ex. Now 3 armed tiefling alchemist 4 gets full TWF attack of 'primary Longsword / secondary Short Sword / secondary Slam'
4) what happens to the grafted limb if Vestigial Arm/Tentacle was retrained to a different discovery? The grafted limb being used is no longer the actual nub.
"Monstrous Graft (Ex): The alchemist can replace up
"Discoveries: cytillesh bomb, monstrous graft, and precise poison are legal for play"
I was curious if there was a list of all/most the guilds and organizations in Pathfinder?
I found this, but it appears to not have been updated in awhile. The most recent ones on that list were from sources ~2009.
Ex. Pathfinder Society, Aspis Consortium, Blackfire Adepts, The Harrowed Society, etc.
I was unable to find this on the paizo boards, but came across it on the Min/Max ones.
The basic concept? A Sensei Monk of the Healing Hand 20 can cause allies to explode into oblivion on your death.
World changing twist? Make sure that friend had the name of a deity that you didn't like, and... *poof* name erased from everything. No more name means no more worshippers, which means no more power.
Great choice for targets? Replaceable buddies, like animal companions or bought animals (toads, rats, etc.).
True Sacrifice (Su): At 20th level, in a final selfless act, a monk of the healing hand can draw in his entire ki, which then explodes outward in a 50-foot-radius emanation. All dead allies within the emanation are brought back to life, as if they were the subject of a true resurrection spell with a caster level equal to the monk’s level. When the monk does this, he is truly and utterly destroyed. A monk destroyed in this way can never come back to life, not even by way of a wish or miracle spell or by the power of a deity. Furthermore, the monk’s name can never be spoken or written down again. All written mentions of his name become nothing more than a blank space.
Just curious, what were they thinking when they allowed Monstrous Graft to be a legal options? How is this an option, but Drow stuff is a no-no?
Inner Sea Monster Codex wrote:
Love the guides! Holy crap that's a lot of sample builds, love the breakdown.
Here's a few things that I noticed...
Bred for War trait +1 CMB and Intimidate
Jingasa got hosed
Elf Treesinger wasn't among the archetypes, along with some others from the ARG. Check out the Fey speaker specifically, a great "specific" gnome/halfling archetype. But a nagaji can use it for a solid Wild shape tank build, despite the reduced bab.
Under animal companions, the deinonychus is identical to the velociraptor.
Have you had a chance to check out the Bestiary 5 ACs?
I like the spinosaurus having great stats, despite not special attacks.reduced maybe up to green? No purples, but maybe push the roc to that? They are insane.
Prepped to run this one, but not enough people. The Xacarba encounter seems like it'd be beyond brutal to all but the lucky. I'd guess more like a CR 10 for low tier.
It doesn't have to just tail slap on its turn, it's got a +37 grapple and effective CMD of 68! For a 3-7 game, that's terrifying!
Oh, and they gave it the wrong size space, it's 4x4 not 4x3.
Check out Iammars post for an amazing breakdown...
Kahel Stormbender wrote:
It's not the character that is broken more often then not. It's the player and their mindset. Two people can play the exact same build, right down to weapon. Yet one might be considered a good team player, and the other is considered an overpowered min/maxer. Why? Because of how the two play. While one hogs as much of the glory as they can, maybe the other person plays the character more tactically and helps others instead of just steamrolling the encounters on his own.
I am definitely a min-maxer.... but not towards disrupting the game or making things unfun for people. Just for optimization, I've always been that way.
When it's more a player problem, talk to them outside of the game.
The other problem is... what are the guidelines going to be? Where is the line between O.P. and just plain optimized? You have to put guidelines in for basically everything and that'd be a pain in the a$$.
I think this would be a bad idea to implement this sort of things. As we usually do, just ban or restrict things/combos that are too O.P.