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Designer

Luthorne wrote:

I think the interpretation that it boosts all morale bonuses would definitely still be worthwhile as a +2 weapon enchantment for anyone who reliably gets them. Possibly even as a +3, though it would be a much harder decision at that point...

So, Mark, what rules (if any) from Pathfinder Unchained do you use in your game, whether further modified or not? Or any other alternate rules, Paizo published or not?

Yeah +3 is where you would have to start thinking. At +2, +2 god-rageous is actually still possibly a good buy compared to a luckstone for casters who don't even want a weapon, given the presence of heroism, which is easy to be given at a level you were considering buying a luckstone (32,000 for +1 on all saves and skills, stacking with everything, vs. luck that doesn't always stack, or 72,000 for a +4 god-rageous to get +2 on all saves and skills). At +3, now it at least costs enough more than a luckstone that it's starting to become a good buy only if you actually want attack and damage on your weapon (or are something else that gets morale up in everywhere, like a non-Unchained barbarian, especially with superstition and ghost rager).

In my game, I use a bunch of small houserules; I've listed some of them earlier in this thread. Our group is strongly considering dynamic magic item creation in our next campaign, and I let the rogue upgrade to unchained rogue in my Jade Regent game (including Skill Unlocks).

Designer

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Kalindlara wrote:

The Teleportation subschool's Shift power says "You must be able to see the space that you are moving into."

Does this require line of effect, or just line of sight? For example, can I Shift into a space I can see through a closed glass window?

Do I need to see the entire space, or can I get by with a small aperture to look through?

Thank you! ^_^

It seems only line of sight, so glass window or keyhole might do it. I would still say that it means actual line of sight, so magic means of peering into something wouldn't work, but that's less clear.

Designer

Zhangar wrote:
wraithstrike wrote:
Mark Seifter wrote:

D-d-d-d-d-d-double FAQ!

#1

FAQ wrote:

Courageous Weapon Property: Is the courageous weapon property meant to help only on saves against fear? The text seems to give unfettered increases to all morale bonuses, which is way out of line for a +1 equivalent weapon ability.

A courageous weapon was meant to help only on saves against fear (either adding its enhancement bonus as a morale bonus on saves against fear, or adding half its enhancement bonus to your existing morale bonus on saves against fear, whichever is best for you). However, the wording is in error. The last sentence should say “on saves against fear” after “any morale bonus.” This change will be reflected in the next errata.

#2

FAQ wrote:

Jumping: If I want to jump over a 10-foot pit, is the DC 10, like the table says, or is it higher, since I need to move a total of 15 feet to reach a non-pit square?

The DC is still 10 to jump over a 10-foot pit. You do move a total of 15 feet when you make that jump, but some of that is not required to be part of the jump. One way to visualize it is to think of it as walking/running the 2–1/2 feet from the center of your original square to the edge of the pit, jumping the pit right to the other edge, and then walking the 2–1/2 feet to the center of the new square.
Will mithral win again next week, bigger and better than ever? Will it actually be taking 10 again? Should we make a FAQ about whether you can take 10 to craft things out of mithral and watch it get 1000 clicks in 1 day? Find out on the next exciting FAQ Friday!
I don't think anyone would complain if we had 2 FAQ's again next week. :)

You give the Internet too much credit, sir.

Question for Mr. Siefter...

What classes are you looking at playing for your next couple of PCs?

Hmm, I'm not sure. My most recent PFS character was a medium, so I have to decide what to do with her rebuild for OA final. I may wait on that until I can get her original concept again (since surely we're going to release something with those 54 medium spirits eventually!) I may wind up playing a kineticist, since I wasn't the one with the kineticist in my Skull and Shackles playtest, so I've never had one myself in an actual campaign (just some isolated higher-level playtests). In some ways it depends on what the AP (or other campaign) is though.

Designer

Gloom wrote:
Mark Seifter wrote:
Terminalmancer wrote:
Mark Seifter wrote:
Terminalmancer wrote:
Kalindlara wrote:
There is such a feat in Melee Tactics Toolbox. I believe it's called Phalanx Formation. Virtually no prerequisites, and (surprisingly/thankfully) not a teamwork feat. ^_^
And there it is, of course. I have no idea how I looked right past it. Thanks!
By the way, I asked around the office, and apparently the example in that business section forgot to apply the fact that while going over the minimum employees raises the labor penalty, each assistant should apply the labor penalty again (for a total of 5x the labor penalty if you aren't actually putting any time into the business). This would be a staggering -50 for a large business that the PC ignored completely (causing that 1 rank PC who ignored her business to lose obscene amounts of money each month). Even so, the fact that non-assistant employees do nothing is bizarre.
That's interesting. And thanks for following up on that!
Yeah, it's definitely in the rules part, but not the example. Weird stuff.

Hey Mark, I'd love some clarification on this as the rules in the Unchained book are a little fuzzy. Terminalmancer has a separate thread on the forum that he referred to in his previous post. Could whomever is the most proficient in the Alternate Profession rules post a clarification in that thread to the questions he had asked?

Our group is currently trying to use these rules and we're finding it very strange to do. We're also curious how other things that affect profession add into it such as Skill Focus or Prodigy.

Thanks!

My post is the result of doing that. It is the one thing the example got wrong, and it eliminates the possibility for the degenerate money machine that was possible if following the example instead of the actual penalties for having assistants run the whole thing.

Designer

Codanous wrote:
Mark Seifter wrote:
Tels wrote:

Would you say not the non-proficiency penalty with a weapon is the same as being proficient? This would mean feats like Throw Anything or Catch Off Guard and a trait like Rough and Ready would make you proficient with something like improvised weapons or niche weapons.

The reason I ask is because of a 'technical wording' issue. The proficiency feats, like Martial Weapon proficiency, don't actually state you become proficient with the weapon; only that you "make attack rolls with the weapon normally".

Since both the improvised weapon feats, Rough and Ready trait and Proficiency feats all remove the non-proficiency penalty, would that mean taking the two improvised weapon feats or the trait make you proficient?

Should this possibly be a FAQ? Because I could see some issues with Rough and Ready being used to gain free proficiencies. Such as taking something like a hypothetical Profession (guard) would make you proficient in basically all weapons. I know (guard) is not a listed profession, but profession is one of those 'open ended' skills like Craft that has more than what is listed in the core rule book.

Perhaps an FAQrrata to Rough and Ready along with a FAQ for weapon proficiency to close off that little loop hole? Rough and Read appears in Adventurer's Armory, by the way.

It's definitely a tricky situation. I would say that unless a feat had the word proficiency somewhere in it, for instance in its name, it wouldn't technically count as proficiency by RAW. That said, it may not be a bad idea to conflate eliminating the nonproficiency penalty with proficiency some time in the future, as you suggest.

I think Rough and Ready is safe either way--Profession (soldier) would let you improvisedly use "tools" of the trade (perhaps bags of hard tack, pointy figures used on maps to represent troop movement, or the like) rather than soldier's weapons, which are not tools. For instance, a fisherman with Rough and Ready would get to use fishing poles

...

They are exactly as normal improvised weapons; you just don't take the penalty and even add a +1.


Shisumo wrote:
default wrote:
Is Courageous really that overpowering? Or at least so much that making it a +2 would make it useless? The most mileage I see you getting is +3 Str/Con and +3 Attack from Rage and Bless/Heroism, and that's with a +4 Furious Courageous weapon (So +6 equivalent).
...you don't see why a +1 enchantment should perhaps not be offering +5 attack, +2x(Con mod) hit points and +2 damage when combined with a single 1st level spell?

I thought it was supposed to be a bonus to Morale typed Saves. All saves, not just vs fear. That makes it's cost about right. Just against fear? meh.

Silver Crusade Contributor

Mark Seifter wrote:
Kalindlara wrote:

The Teleportation subschool's Shift power says "You must be able to see the space that you are moving into."

Does this require line of effect, or just line of sight? For example, can I Shift into a space I can see through a closed glass window?

Do I need to see the entire space, or can I get by with a small aperture to look through?

Thank you! ^_^

It seems only line of sight, so glass window or keyhole might do it. I would still say that it means actual line of sight, so magic means of peering into something wouldn't work, but that's less clear.

Awesome! Thank you. ^_^

Designer

DarthPinkHippo wrote:
Have you watched Gravity Falls?

Nope, I haven't.


Shisumo wrote:
default wrote:
Is Courageous really that overpowering? Or at least so much that making it a +2 would make it useless? The most mileage I see you getting is +3 Str/Con and +3 Attack from Rage and Bless/Heroism, and that's with a +4 Furious Courageous weapon (So +6 equivalent).
...you don't see why a +1 enchantment should perhaps not be offering +5 attack, +2x(Con mod) hit points and +2 damage when combined with a single 1st level spell?

...Except it requires +5 in other enhancements to be added to function. It requires a +3 weapon before it even does anything at all.

18000 for a +1 attack/damage and +1 HP per level while Raging. +1 more to attack/damage if you're hit with a specific buff only Bards get.

Compare/Contrast this to Boots of Speed, +1 AC, Reflex Saves, Attack, and an extra attack per round for only 10000 gp.

It scales similarly from there.

Silver Crusade

Mark, if you modified the speed enchantment for melee weapons to work like the enchantment for boots of speed would you think it would be ok to price it the same?

Grand Lodge

Here's a question. Pack Flanking is a teamwork feat from the ACG. It has a prereq of Combat Expertise which is a combat feat. Its sole feature is to give flanking which is a combat-only term/ability/whatever. Is it supposed to be a combat feat? If not, can you explain why it isn't a combat feat?

bonus: if it is supposed to be a combat feat, can you tell me if the ACG errata will address this?

Silver Crusade

Mark, do you think a feat that give a Kyton blooded an extra blood line power would be too strong for a feat?

My Idea is to make a feat that gives the Kyton Blooded an attack with their chains like a Kyton1d8 damage.

also do you think it would be ok to make a feat that would give a Kyton Blooded its second AC bonus 4 levels earlier?


Is the "new" Medium still similar to the 3.5e binder, or has the change removed the resemblance?

Silver Crusade

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Hmm, if one were to take Recharge Innate Magic as their 1st level spell-like ability through the Fey Magic alternate racial ability from Heroes of the Wild would they effectively gain unlimited uses of their 0 level spell-like abilities since they could keep casting RIM or would they only get one other use for the day?

Fey Magic (2 RP):
The character has a mystic connection to one terrain type, selected from the ranger's favored terrain list. The character selects three 0-level druid spells and one 1st-level druid spell. If the character has a Charisma score of 11 or higher, when in the selected terrain, she gains these spells as spell-like abilities that can be cast once per day. The caster level for these effects is equal to the user's character level. The DC for the spell-like abilities is equal to 10 + the spell's level + the user's Charisma modifier. These spells are treated as being from a fey source for the purposes of the druid's resist nature's lure class feature and similar abilities.


So I just started a new RoW campaign this week, and I'm a HydroKineticist; the GM said that if any confirmed changes are announced (like going from 2 to 4 skill points per level) he'll let me use them.

Any chance you could let out whether or not the Kineticist is still stuck with one Blast talent at first level?

Silver Crusade

Mark, are arcane exploits considered Spell like abilities for metamagic feats? If not what are they.


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Lou Diamond wrote:
Mark, are arcane exploits considered Spell like abilities for metamagic feats? If not what are they.

It says it right next to each one that they're all Supernatural abilities, save one or two.


Are we getting an FAQ today?
If I somehow overlooked it I will pretend this post does not exist. :)


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FAQ just posted


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Heh. I went to check it for you and they'd posted it 49 seconds previously.

Grand Lodge

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Pathfinder Adventure, Rulebook Subscriber

Don't forget this one!

Designer

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FAQ Friday Returns!

FAQ wrote:

Alternate Ability Score-Based Checks: If I change the key ability score of a skill (or other check), for example, if I change Knowledge from Intelligence to Charisma, is it no-longer an Intelligence-based check? Is it now a Charisma-based check?

Generally yes—at the time of rolling a check, if you substitute the ability score, the check is now based on the new ability score. In the example, at the time of rolling, Knowledge would now be a Charisma-based skill and not an Intelligence-based skill for you, which would affect things like feats, spells, or items that grant bonuses on checks based on their key ability score (like circlet of persuasion). However, if you are adding a second ability modifier to a check, this is not the case. For instance, when adding both Wisdom and Dexterity on initiative checks, initiative is still a Dexterity check, not a Wisdom check. Also, this changes the check only at the time of rolling, so this does not change static class features or options made during character building such as your class’s class skills. Classes that receive “all Intelligence-based skills” as class skills, for instance, are the victim of sloppy writing, and furthermore sometimes effects might muddy the water by only changing the ability dependency sometimes and not others, which is why you check the new dependency only for a specific given roll.

Also, as a free bonus, a No FAQ Required, but this time with an explanation (as I previously promised we would try to do when we mark No FAQ Required, unlike in the past):

NO FAQ Required, on Take 10 wrote:
The point of the Take 10 option is to allow the GM to control the pacing and tension of the game, avoiding having the game bog down with unnecessary and pointless checks, but still calling for checks when the chance of failure leads to tension or drama, as well as when a series of checks would have a nonsensical result if all outcomes were exactly the Take 10 result. To that end, it would be counterproductive to attempt to make a strict ruling on what counts as “immediate danger and distracted” because that’s going to vary based on the pacing and dramatic needs of the moment. The very soul of the Take 10 rule is in the GM’s discretion of when it applies, and tying the GM’s hands, forcing them to allow Take 10 in some cases and disallow it in others would run counter to the point of the rule’s inclusion in the game. The rule is currently flexible enough to allow this, and it should maintain that flexibility.

Mithral still has the lead, with simulacrum not-so-close behind, and necessitating a blog for which we don't have a slot. Will the next FAQ be on interrupting actions? Will it be the easy question about ki mystic's ki pool altering ki pool? Will another really unusual question soar to the top in one day? The only way to find out is on the next FAQ Friday!


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I kinda want to see a concrete answer on "Does having more Acrobatics ranks make me worse at Acrobatics?" just so we can hopefuly cease all these arguments with people who are like "Lol if you roll a 25 on your Acrobatics check to jump over a 10 foot pit you have to go the WHOLE WAY".

Contributor

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I like the "No FAQ required, here's why" set-up in action. Nice work, PDT!


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Twofer friday!


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Rynjin wrote:
I kinda want to see a concrete answer on "Does having more Acrobatics ranks make me worse at Acrobatics?" just so we can hopefuly cease all these arguments with people who are like "Lol if you roll a 25 on your Acrobatics check to jump over a 10 foot pit you have to go the WHOLE WAY".

There's no use arguing with that sort, they keep on even after the FAQ! ;-)


Eh. I figure if we're looking for quick 'n' easy FAQs, doesn't get much easier than that/ "Yes" or "No". =)


Rynjin wrote:
Eh. I figure if we're looking for quick 'n' easy FAQs, doesn't get much easier than that/ "Yes" or "No". =)

If that were true we'd have some clarification on slashing grace and light weapons. Totally binary decision there, either they're okay or not, yet we need to use obscure loopholes like sawtooth sabers in the meantime to keep that feat viable.


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Would it be prudent to make a Stickied and Locked thread for "Official Responses" that would include FAQs and No FAQ Required responses and similar? That way, anytime the PDT posts an "Official Response" it could be in a single thread instead of having to check the post history of the PDT account.


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Quote:
Generally yes—at the time of rolling a check, if you substitute the ability score, the check is now based on the new ability score. In the example, at the time of rolling, Knowledge would now be a Charisma-based skill and not an Intelligence-based skill for you, which would affect things like feats, spells, or items that grant bonuses on checks based on their key ability score (like circlet of persuasion).

Yay.

One of the weird corner cases that I get a laugh out of for this though is that a tiny or smaller barbarian can't climb or swim while raging, because they've become a dex based skill.


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Rynjin wrote:
Eh. I figure if we're looking for quick 'n' easy FAQs, doesn't get much easier than that/ "Yes" or "No". =)

What's the matter with you- don't you like Mark- ya wanna get him out of job security?

:-)


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The Goz Mask and the Fogcutting Lenses both give the ability to see through smoke, fog, clouds etc, and are both priced at 8,000 gp.

The Fogcutting lenses, however, impart a -4 penalty to perception checks while using them.

The Goz Mask also allows you to be treated as one size category larger and gain +4 on save against wind while wearing the mask. It's ability to see through obscuring stuff also functions underwater (so you can see through silt and murky water). Finally, you can breathe underwater for 10 minutes in 1 minute intervals.

Now, logic would state the Goz Mask is underpriced, but would you say the the Fogcutting Lenses are possibly also overpriced?

What would you adjust the prices to, given the chance?


Tels wrote:


The Fogcutting lenses, however, impart a -4 penalty to perception checks while using them.

In RotRL my Starsoul Bloodline Sorc, would cast Stinking cloud, while wearing the Fogcutters and just stand in it.


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I know this is from before you started working for paizo, but whats your opinion on the katana double walking stick? does it do bludgeoning damage at all times or do the blades share stats with a wakizashi which the description says they resemble?


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Question about permanent bonuses for items:

- I have seen people do things like take the Horizon Walker prestige class, qualifying by using a Scarlet and Green Cabochon to get the Endurance feat.

- I've also seen people use a Phylactery of Positive Channeling to qualify for the Channeled Revival feat early.

1. Are these legitimate? They are not ability score bonus items, but a lot of people seem to think that this works since you can wear these items for 24 hours, which is why I have the confusion.

2. If the answer to #1 is "yes," then what happens to a Horizon Walker when he takes off the ioun stone? Does he/she lose the entire class?

Designer

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Lou Diamond wrote:
Mark, if you modified the speed enchantment for melee weapons to work like the enchantment for boots of speed would you think it would be ok to price it the same?

Despite the extra bonuses beyond the extra attack, I think it definitely could cost the same as it currently does for the limtied use, and maybe decrease it to +2 even.

Designer

claudekennilol wrote:

Here's a question. Pack Flanking is a teamwork feat from the ACG. It has a prereq of Combat Expertise which is a combat feat. Its sole feature is to give flanking which is a combat-only term/ability/whatever. Is it supposed to be a combat feat? If not, can you explain why it isn't a combat feat?

bonus: if it is supposed to be a combat feat, can you tell me if the ACG errata will address this?

It should likely be a combat feat. I can't remember if that's in the errata or lot. There's a lot of errata, so I don't have them memorized. It wasn't in the ACG potential errata thread though. If it was there and an actual mistake, it would be nearly a guarantee to be in the errata.

Designer

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Lou Diamond wrote:

Mark, do you think a feat that give a Kyton blooded an extra blood line power would be too strong for a feat?

My Idea is to make a feat that gives the Kyton Blooded an attack with their chains like a Kyton1d8 damage.

also do you think it would be ok to make a feat that would give a Kyton Blooded its second AC bonus 4 levels earlier?

Generally bloodline powers for bloodragers are supposedly rated at 2 barbarian rage powers, which are themselves usually stronger than a feat (though we allow taking 'em with a feat), so I'd recommend not giving actual bloodline powers. That said, making up your own ability balanced for a feat and flavoring it as an additional bloodline power should be fine. However, four potentially primary natural attacks that don't use up your hands or anything seems like more than I'd allow on a feat.

Designer

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Milo v3 wrote:
Is the "new" Medium still similar to the 3.5e binder, or has the change removed the resemblance?

Even the old medium wasn't that similar to the binder mechanically; the similarity was more in the flavor of what you were doing. And I can assure you that the new medium completely holds to that flavor. Now mechanically it's more like six power sets (some quite a bit customizable, others less so) and you make up the spirit. However, in exchange for there being fewer power sets (and you not having tons of spirits within you at once to mix and match combos), those sets sometimes give you quite a bit!

Designer

Rysky wrote:

Hmm, if one were to take Recharge Innate Magic as their 1st level spell-like ability through the Fey Magic alternate racial ability from Heroes of the Wild would they effectively gain unlimited uses of their 0 level spell-like abilities since they could keep casting RIM or would they only get one other use for the day?

** spoiler omitted **

It would seem that you wouldn't recharge it, by order of operations, since it wouldn't be finished and expended yet, that wouldn't work, though either way, certainly with two uses of recharge innate magic, it would seem to be an infinite cycle. That spell needed to have more safeguards in it against becoming an SLA, I imagine.

Silver Crusade

Mark Seifter wrote:
Rysky wrote:

Hmm, if one were to take Recharge Innate Magic as their 1st level spell-like ability through the Fey Magic alternate racial ability from Heroes of the Wild would they effectively gain unlimited uses of their 0 level spell-like abilities since they could keep casting RIM or would they only get one other use for the day?

** spoiler omitted **

It would seem that you wouldn't recharge it, by order of operations, since it wouldn't be finished and expended yet, that wouldn't work, though either way, certainly with two uses of recharge innate magic, it would seem to be an infinite cycle. That spell needed to have more safeguards in it against becoming an SLA, I imagine.

Okies, thankies for indulging my curiosity ^_^

Designer

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Rynjin wrote:
Lou Diamond wrote:
Mark, are arcane exploits considered Spell like abilities for metamagic feats? If not what are they.

It says it right next to each one that they're all Supernatural abilities, save one or two.

This.

Designer

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Rynjin wrote:
I kinda want to see a concrete answer on "Does having more Acrobatics ranks make me worse at Acrobatics?" just so we can hopefuly cease all these arguments with people who are like "Lol if you roll a 25 on your Acrobatics check to jump over a 10 foot pit you have to go the WHOLE WAY".

I would never force someone to jump the full distance of their check result if they wanted less; I don't see the support for it, but I guess I can see why people might argue it. :/

Designer

Tels wrote:

The Goz Mask and the Fogcutting Lenses both give the ability to see through smoke, fog, clouds etc, and are both priced at 8,000 gp.

The Fogcutting lenses, however, impart a -4 penalty to perception checks while using them.

The Goz Mask also allows you to be treated as one size category larger and gain +4 on save against wind while wearing the mask. It's ability to see through obscuring stuff also functions underwater (so you can see through silt and murky water). Finally, you can breathe underwater for 10 minutes in 1 minute intervals.

Now, logic would state the Goz Mask is underpriced, but would you say the the Fogcutting Lenses are possibly also overpriced?

What would you adjust the prices to, given the chance?

I've bought this guy in PFS as a preventative measure (to see through enemy fog), and they're both underpriced for it from my personal experience as a player with the mask, especially the mask. Given that their use allows for a tactic (intentionally blanketing everything with fog) that is generally incredibly unfun for the party (if the NPCs use it) or incredibly unfun for everyone in the party but the wearer (if a PC wearer uses it), which is more powerful than my preventative use and thus likely worth even more gp, I'm not too keen on them at all.

Designer

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Avadriel wrote:
I know this is from before you started working for paizo, but whats your opinion on the katana double walking stick? does it do bludgeoning damage at all times or do the blades share stats with a wakizashi which the description says they resemble?

The katana double walking stick is messed up and needs some errata. Clearly it shouldn't do bludgeoning damage with the blades and should have its blade stats as the listed ones.


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Mark Seifter wrote:
I've bought this guy in PFS as a preventative measure (to see through enemy fog), and they're both underpriced for it from my personal experience as a player with the mask, especially the mask. Given that their use allows for a tactic (intentionally blanketing everything with fog) that is generally incredibly unfun for the party (if the NPCs use it) or incredibly unfun for everyone in the party but the wearer (if a PC wearer uses it), which is more powerful than my preventative use and thus likely worth even more gp, I'm not too keen on them at all.

My level 9 PFS Urban Druid with the Weather Domain actually started buying multiple copies of the Goz Mask to hand out. He is up to 3, but every scrap of money is going towards that right now. I feel anything less is disrespectful to the party if you spam the battlefield with fogs (like you said).

Designer

Yiroep wrote:
Mark Seifter wrote:
I've bought this guy in PFS as a preventative measure (to see through enemy fog), and they're both underpriced for it from my personal experience as a player with the mask, especially the mask. Given that their use allows for a tactic (intentionally blanketing everything with fog) that is generally incredibly unfun for the party (if the NPCs use it) or incredibly unfun for everyone in the party but the wearer (if a PC wearer uses it), which is more powerful than my preventative use and thus likely worth even more gp, I'm not too keen on them at all.
My level 9 PFS Urban Druid with the Weather Domain actually started buying multiple copies of the Goz Mask to hand out. He is up to 3, but every scrap of money is going towards that right now. I feel anything less is disrespectful to the party (like you said).

An excellent example both of you being a great team player and the item being too powerful for its cost (if it's so effective that it's worth a single character doing that). To be honest, in my home campaigns, NPCs also buy must-have items, so if I allowed goz masks for free access despite their flavor of being with crazy cultists, then everyone would just wind up buying them on both sides after a certain level where the cost is trivial, and fog would become mostly pointless. The problem is exacerbated in run-as-written campaigns like PFS because the NPCs (nearly) never have them.

Designer

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Yiroep wrote:

Question about permanent bonuses for items:

- I have seen people do things like take the Horizon Walker prestige class, qualifying by using a Scarlet and Green Cabochon to get the Endurance feat.

- I've also seen people use a Phylactery of Positive Channeling to qualify for the Channeled Revival feat early.

1. Are these legitimate? They are not ability score bonus items, but a lot of people seem to think that this works since you can wear these items for 24 hours, which is why I have the confusion.

2. If the answer to #1 is "yes," then what happens to a Horizon Walker when he takes off the ioun stone? Does he/she lose the entire class?

To be honest? My players would not be happy if I allowed something like that in my home game (and neither would I). The answer to (2) is listed somewhere; if I recall, you lose almost all features and are left with what a fallen paladin has (BAB, base saves, skill points, and proficiencies). To go back to (1), while otherwise I never would have even imagined that such a thing would count as a prereq, I have a strong memory that Sean posted something on the messageboards at some point that could be used to support that argument, even though I think Sean only referenced the ability scores, which explicitly count as a permanent bonus after 24 hours. As such, it would be tough for me to make the call to disallow it in PFS, even if I might look askance.


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Mark Seifter wrote:
Yiroep wrote:

Question about permanent bonuses for items:

- I have seen people do things like take the Horizon Walker prestige class, qualifying by using a Scarlet and Green Cabochon to get the Endurance feat.

- I've also seen people use a Phylactery of Positive Channeling to qualify for the Channeled Revival feat early.

1. Are these legitimate? They are not ability score bonus items, but a lot of people seem to think that this works since you can wear these items for 24 hours, which is why I have the confusion.

2. If the answer to #1 is "yes," then what happens to a Horizon Walker when he takes off the ioun stone? Does he/she lose the entire class?

To be honest? My players would not be happy if I allowed something like that in my home game (and neither would I). The answer to (2) is listed somewhere; if I recall, you lose almost all features and are left with what a fallen paladin has (BAB, base saves, skill points, and proficiencies). To go back to (1), while otherwise I never would have even imagined that such a thing would count as a prereq, I have a strong memory that Sean posted something on the messageboards at some point that could be used to support that argument, even though I think Sean only referenced the ability scores, which explicitly count as a permanent bonus after 24 hours. As such, it would be tough for me to make the call to disallow it in PFS, even if I might look askance.

You're probably thinking of this post and Sean's next one.


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Just realized it's been a year since your "welcome to Paizo" blog post... happy anniversary-ish thing!

... and because it's an "ask" thread... what's been the biggest surprise you've had about working there that you didn't anticipate when you accepted the position?

-TimD

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