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SKR recently answered this one
Sean K Reynolds wrote:
I believe this will answer your question...
James Jacobs wrote:
As with any bonus/effect (unless otherwise stated in the description) the greatest value is the one that is counted and multiple values do not stack.
Detect Magic wrote:
So you converted the Kukri into a light version of the Falcata... and a Dagger into a simple weapon with a rather nice crit range that every Knife Master Rogue would love to use without a second thought. I wouldn't implement these changes.
Property Info:
This special ability can only be placed on melee weapons. An ominous weapon trails a shadowy haze behind every stroke, and moans a menacing dirge in battle. An ominous weapon adds its enhancement bonus on Intimidate checks made by the wielder. In addition, when an ominous weapon confirms a critical hit, the target is shaken for 1 minute (DC 13 Will negates); if the weapon's critical multiplier is greater than x2, this condition lasts 1 additional minute per multiple over x2. A creature that gains the shaken condition from an ominous weapon cannot gain that condition again from the same weapon for 24 hours. At first glance, this property seems perfect for anyone doing a crit build that also involves feats like Shatter Defenses (I have a two-weapon warrior dual-wielding scimitars who would love this). But there's a catch... By the time you can afford a +2 equivalent weapon to get this enchant, a DC13 Will save is negligible. So that got me to wondering... how was this DC calculated, and can it be increased? Looking at the crafting requirements, either Doom (L1 spell) or Scare (L2 spell) can be used for adding the property.
So if the save DC of this property is based on the caster stat mod of the enchanter plus 12 (10 + 2 for the highest level spell that can be used), then could it stand to reason that a PC who crafts this property can add it at a much higher DC. Confirm/Deny?
The Hawk's Strength would increase to a 10, which will do nothing for attack rolls since it is using Weapon Finesse. However, as you noted, this will change its damage from 1d4-2 to 1d4. You are correct again on the HP increase. The Hawk has 1 hit dice and +4 con will increase the modifier by 2, so +2 HP (or 6 HP total). As far as the save DC's go, yes, you would increase the DC based on the new ability score (this is why the statblock lists what controls the DC). Tack on a Rage spell for more fun.
kyrt-ryder wrote:
That's exactly my point in asking what the mechanical gain truly is for this situation. Because I can't see this as being a worthwhile tradeoff. Even using Vital Strike you're not tacking on massive damage (although if your build is for Vital Strike, every extra dice roll is important...).
So... if you are unable to skirt around the "hands needed" part, what is the advantage of a trait like this? To simply give you more options of what weapons you can pick up? Ponderings:
Mechanically, why would I want to use a Large Scimitar as a Medium creature instead of just picking up a medium Katana? The damage and crit ranges are the same, but the large Scimitar (w/o this trait) would give me a -2 on attack. The only advantage would be if I already had Weapon Focus/Specialization, Weapon Training, or any other feat(s) that apply to a named weapon. I can't use any Large 2-handed weapon as a Medium creature, as per "handedness". This type of adjustment can't even apply to a Crossbow since that, as a ranged weapon, isn't categorized as Light or 2-handed to begin with. (so no ballista-wielding Tiefling, but you could bust out a Large Double-Barreled Pistol...) So that leaves exotic melee weapons (and thus requires a feat).
A Large Bastard Sword would step up to 2d8 (from 1d10) with a 19-20/x2. Add Impact/Lead Blades and it would be 3d8. Add Enlarge Person and it becomes ?4d8?. (Ave. Dmg: 5.5->9->13.5->18) So the damage definitely ramps up by going as far as possible with this, but is ~4.5 damage worth the trait? Is it worth paying extra for the weapons, adding the extra weight, being more conspicuous, etc? Flavor-wise, if it fits, it fits. I'm looking from a mechanics standpoint. Obviously if you intended on using a Bastard Sword or Falcata, this is a no-brainer, although it forces you to always 2-hand (enjoy those grapples). Otherwise... Note that I'm not sure if Enlarge Person will work since the trait specifies "Large" weapons and not "weapons 1 size category larger than you". Also, being that there's no chart for weapon damage above huge (see this thread that I'm still trying to get responses on), I have no idea for sure what damage would be done if it did work.
Kazaan wrote:
You raise a very valid point... I missed that sentence before. This section of rules needs to be updated:
Quote:
The bolded word should be replaced with {bonus}.
Kazaan wrote: I've always read that terminology as being specific to a bonus because they used that specific term as opposed to modifier. For example, to calculate your AC, you add your Dex bonus. If you have negative Dex, then you would end up with a situation where your flatfooted AC is higher than your normal AC, which is a ridiculous situation. Actually... the rules do say "modifier", not "bonus". Spoiler:
You apply your character's Dexterity modifier to: Ranged attack rolls, including those for attacks made with bows, crossbows, throwing axes, and many ranged spell attacks like scorching ray or searing light.
The text for flat-footed references your Dexterity bonus (if any), not the modifier.
Spoiler:
Flat-Footed: At the start of a battle, before you have had a chance to act (specifically, before your first regular turn in the initiative order), you are flat-footed. You can't use your Dexterity bonus to AC (if any) while flat-footed. Q.E.D., you do not gain your dexterity bonus to AC when flat-footed, but the rules do not say that you don't take your dexterity modifier (if negative) to AC when flat-footed. Therefor, you take the same negative to flat AC as you do normal AC.
Had a few minutes today, so I hit the beastiary with some educated guess searching (basically just tried to guess which humanoids were large or larger). Here's the fun progression confusion spelled out:
Spoiler:
So I'm going through, and A/B seem to eventually progress to similar ground... that 3d6 shows up there eventually. And then we have Exhibit C, which doesn't have any d6's in it... So now it looks like a weapon with 1d10 damage for a medium creature creates the anomaly path. Everything else seems to fall into the damage progression that leads to 3d6->4d6, but I can't find anything beyond 4d6.
This is quite a ridiculous solution, but I *think* that it might work.
A slightly less insane option would be to use the spell creation rules to research a new spell of the same text but with a target of a mount.
As long as you're not PFS, I'd think that following the spell creation rules should work fine...
Thickfreakness wrote:
Find a wizard to get Reduce Person + Permanency on you and impose a Will save on yourself to shapeshift even when the collar is off. Thickfreakness wrote:
I'm not sure what other advice there is that hasn't already been provided.
Rogue Eidolon wrote:
Well both of us are kinda right... I forgot that it required a weapon. You can Bull Rush (and do a couple other maneuvers) using a weapon, so really the end result is... "If the maneuver is using a melee weapon then you can deflect it."
Clearly the DM isn't doing anything to limit this character, and frankly doesn't care. I haven't read anything from the OP stating that the rest of the group doesn't like this walking "I win" card, so we're really just left with a player asking how to restrict his own character.
You know how you restrict your own character? By restricting yourself. Add in your own limiting flavor:
* Not being raised by your own kind, you are actually terrified of your abilities and using them at any time other than a life or death situation is not something you can bring yourself to do. Require a Will save (DC 10+HD) to transform. * You've actually grown to hate your transformed side and all other lycanthropes, considering it to be an abomination (after living among non-lycanthropes for so long). As such, you outright refuse to use it. If brought within X% of your health, your body's natural survival instinct kicks in and transforms you into your more survivable form. * Your shift is unstable and you have to make Fort saves (DC 10+1/2HD+rounds transformed) or be forcefully changed back to human form, dazing you for 1 round. It blows me away that at no point during this did you consider using fluff to tone down your strength. Rynjin also posted a perfectly acceptable solution (petition your DM to strip your powers and have you come back as a Level 5 Shapeshifter Archetype Ranger) that somehow was completely ignored. Take his approach or a combination of mine, or a adaptation of all of them, toss in fluff (imperfect blood, etc), and you're done.
I've done quite a bit of searching in the past 24 hours trying to find the answer to this, and I have yet to come across a definitive response. So I decided to go compare the available resources. If I missed a post, faq, or resource somehow, feel free to inform me of such. Here are the progressions:
Natural Attack Chart:
Improved Natural Attack:
Tiny & Large Weapons Chart:
Source Note 1: I can only guess here since there isn't an actual table for +sizes over large. Note 2: I didn't add weapons with less-popular damages into this progression because they tend to normalize once they increase/decrease in size...but not always. (2d4-->2d6, then can follow the next 2d6 progression; but 1d10->2d8->3d8 is its own strange progression!) Note 3: This chart is a bit of a pain thanks to the missing "Small" column. Note 4: I can't determine if the proper way to create a standard progression list from this chart is to go all the way across the chart (once a Small column is added), or simply alternate between two columns. -
No matter which one you choose, there comes a point in the progression when it "normalizes". Here's where things get super tricky. Improved Natural Attack doesn't follow the same progression as the actual natural attack chart even though the text states that it increases the damage step--it uses its own progression. From there each one goes a different way, making it near impossible to accurately guess what is supposed to happen with the scaling:
So manufactured weapons seem to follow the same or similar scaling to the progression in Improved Natural Attack, which I can accept but would still love to see confirmation. On top of that, knowing how the wonky progressions go (1d10, 2d8, 3d8, etc), or just having a second chart, would be fantastic. Help?
Uh...skimming through this, it looks like you copied the Paladin word for word. Can you clarify exactly what you changed? Also, if you're simply making a Paladin archetype, I'd suggest labeling it as such, and if the ability from the base Paladin class hasn't changed you can just indicate that {Ex: Smite Evil (Su): As Paladin's Smite Evil}.
Feats are definitely a workable route...
Additional Traits
If Human...
There are a bunch of spells you can use too, s/a...
Items you can use...
Chris P. Bacon wrote: How do you propose to push an opponent around with your scabbard without using your hands, exactly? I wasn't proposing that you could. I was pointing out that the feat leaves it open to interpretation that you can. At the very least, you should have to grip the scabbard and perform the maneuver that way, which does still allow you to change your grip back to a 2-handed weapon as a free action and attack.
Equipment Trick for Heavy Blade Scabbard has an option to bull rush with your scabbard, but there's some missing information...
Steer Opponent:
Steer Opponent (Improved Bull Rush): You can use your scabbard to move a foe into the perfect position for you to make your attack. As a swift action, use your scabbard to make a bull rush against an opponent. If you succeed, instead of pushing him back, you direct your target into the path of your next attack. You gain a +2 bonus on your next attack roll against the target, and +1 for every additional 5 feet your bull rush could have pushed your opponent if you had chosen to push him back. If you fail the bull rush attempt, you are considered flat-footed against that target until your next turn. The feat doesn't mention anywhere that you need to be holding the scabbard or what exactly you need to be able to do with it. With that in mind, I have to wonder if...
The expanded definition of Line of Effect..
Quote: A burst, cone, cylinder, or emanation spell affects only an area, creature, or object to which it has line of effect from its origin (a spherical burst's center point, a cone-shaped burst's starting point, a cylinder's circle, or an emanation's point of origin). Summon Monster and Call Lightning are not burst, cone, cylinder, or emanation spells. Quote: Breath weapons and spells cannot pass through a wall of force in either direction, although dimension door, teleport, and similar effects can bypass the barrier. You're interpreting "spells" to mean any spell that isn't teleportation. "Spells" actually means 'any spell that requires a direct line of between you and the target' (s/a Lightning Bolt or Scorching Ray). Teleport/Dimension Door and similar effects can bypass the barrier because they allow you to either teleport past, or conjure in a line of sight. If dimensional travel was the only exception, the spell would specifically say so. Breath Weapons are Supernatural attacks that start at the creature's mouth and extend forward, hence why they are stopped by the wall. On the other hand, Gaze, which is also a Supernatural attack, goes right through the wall. Why? Because Gaze does not require physical passage of an ability between the originating point and the destination. Breath Weapons and Gaze attacks are specifically mentioned to give examples of what Supernatural attacks will not pass the barrier. Wall of Force / Resilient Sphere do not...
Resilient Sphere blocks spells such as...
The Sphere will NOT prevent the following:
Resilient Sphere does not block line of sight and it does not act as an anti-magic field to prevent magic from coming in or leaving. It only prevents spells, attacks, environment, etc. that exists outside of the sphere from getting inside...and vice versa... don't try casting a fireball inside of a sphere (this could make life hilarious if you resilient sphere an enemy caster without them noticing...BOOM!) Massive tidal wave coming? Resilient sphere and watch the water flow past.
By the way... I have yet to see anything about force attacks dampening or blocking sound.
Sean K Reynolds wrote:
I...clearly need to build a time machine to get me to April faster. Edit:
There isn't an item on that list that I didn't look at and say "does want!" I am very excited for this book! The downtime clarification that was just provided not only makes me more excited, but makes me wonder if the book touches on Leadership ("using your followers to help you with tasks"). The expanded rules for structures are of great interest to me... I wonder if those would work the best for running a certain fort in a certain campaign, or if the expanded kingdom building rules would be better...
campaign name spoiler:
It's Rise of the Runelords, Fort Rannick I only wish that this was the sourcebook mentioned for clarification on magic item crafting too...
Simply, the Aldori Swordlord Fighter Archetype has this wording (note bold):
Meanwhile, the PrC Aldori Swordlord has this wording:
Note that the Archetype doesn't specify that the AC bonus is only against Melee attacks. So how does this stack? Is the archetype wrong? Is the PrC wrong?
Tirisfal wrote:
For a 1st level domain power, this is rather powerful. I would suggest checking other 1st level domain powers, which all (barring one or two possible exceptions) can only target one creature. * 1st level AoE compulsion* No follow-up save listed, so anyone who fails the initial save is stuck until you dismiss the dance or run out of rounds * Forces the use of Immediate Actions; creatures can only use 1 Immediate Action per round (and this uses their next Swift action), so if a creature has an Immediate Action spell/ability that they could have used to escape this effect, you've barred them from it. Additionally, what happens if a creature has already used their Immediate Action? You can't take 2... * You can hit many creatures within 20', I'd suggest limiting this to "# of targets = Perform(Dance) ranks", and adjust the rounds/day to 3+{Cha Mod}+{# of cleric levels} * You never specified what maintaining this action would be, so I assume that starting/maintaining it is a standard action? Here is how I'd suggest adjusting this:
Alternatively, if you want to leave this as a 1st level power, you should make it single target only. So you could change it from "Ensemble" to "Backup Dancer". To do that, just drop the # of targets bit and the Perform:Dance integration. Tirisfal wrote:
Obviously if you increase Ensemble to the level 8 ability as suggested, you can't have this ability. That said, it's generally not a good practice to give class features from other classes as an ability to a different class (or as a feat).
My RotRL group often only has 3 people playing: two-weapon fighter, two-handed barbarian, and enchantment wizard. It gets dicey at times. We're on a 25-point buy and using Hero points. The fighter/barb have both had to burn at least 3 hero points each to negate a killing blow. We are now level 11. It's survivable, but can be difficult. Definitely do at least a 20pt buy, but I'd push towards 25pt. Another possibility is to allow them to control a second PC each, or at least have a "floating" PC that they alternate controlling. I knew a 2.0 DM who ran a 2-person game where each player had 2 characters.
You also can't technically coup de grace with a cannon (siege weapon), but I'm fairly certain that if you stick a helpless creature's head into the barrel and fire, there won't be much left. Seems to me that the Coup de Grace rules need to be updated to allow for any weapon to be used, provided you are adjacent to the target.
Borthos Brewhammer wrote:
This sounds good to me. After the carnage they're causing in Magnimar (btw, this is sounding like an evil campaign, alignment bump them if you haven't already), I'd put a rather large bounty on their heads and have groups of bounty hunters chase them. I know that it's not the intended quest line, but you could easily swing it from here. If they continue to act independently, they will get killed one by one by bounty hunters. Anyone who dies, don't let them re-roll uncommon races (give an inch, and some people will ask for a mile). So they can band together to take on the bounty hunters or die. You can spend a great deal of time making the players deal with bounty hunters, then deal with getting the price off of their heads by helping the city somehow, and then do the original questline. As far as the player who kills the NPC's, congratulate him on killing the wrong NPC's, he now has organizations that want him dead. People will know him by name/appearance, and just about everyone wants him dead. For the player who asks for details, don't even acknowledge the questions. I wouldn't even try to turn the tables on him and do the same thing back, it only slows down gameplay.
Hm.. interesting mechanic. I've definitely not seen anything like that in Pathfinder, so anything you do with it is a houserule for sure. That quote mentions reducing the price based on # of charges remaining, similar to a wand, so I'd guess that they come with 50 charges? So you could have a "Lesser +1 Flaming Longsword" for 4k (+315 for MW Longsword), and each time you hit with it it loses a charge? This raises another question... is a charge only expended when you hit with the weapon, or every time you take a swing? For lesser magical armor, does it lose charges when struck, or when missed? As a player, the only time that I could think of wanting a weapon like this would be for specific missions, for example, getting "Demon Bane", "Giant Bane", or something else along those lines. For a day-to-day use weapon, I'd definitely save up for the "non-lesser" version. Edit: This feels like it would add a lot more book-keeping. If you wanted to go this route, maybe you'd be better off changing it into "Magical Oils" that add properties for a certain number of hits (for weapons) or time (for armor).
I'm not entirely sure what you are referring to... can you give examples? The magic item creation guidelines can be found here.
Awesome, thanks for that clarification and input! I've been reading the Adventure Builder Archive, Dungeoncraft essays, and of course every available DM guide that's been produced by Paizo. I also have experienced 3 different campaigns so far, each one quite different from the others. The next thing that I need to determine is placing my adventure. I would love to just be able to insert it directly into Golarion, that way I don't need to design an entire world, but there are two hurdles in doing so:
2) OGL, Community-Use, and using Paizo's IP--At this exact moment, I have no intention of doing anything with this other then having friends play it, but if by some miracle they tell me that the campaign was epicly awesome, I may want to publish. I'd rather design this properly from the ground-up than redesign it later to fit licensing/legalities. I've taken a quick look at the community use guidelines from Paizo, and it looks like I can easily meet them.
I am trying to design my first adventure and I'm hitting a bit of a snag already. What is the "standard" progression rate for experience in Pathfinder AP's? I know in my RotRL group we are on Fast progression. Were the official AP's written for 4 PC's? (Warrior/Rogue/Wizard/Cleric) Obviously, much variation can occur from the "planned" group setup, but having some sort of benchmark to start with would be handy.
wraithstrike wrote:
You're missing the bottom half of the item description, which makes it slightly less desirable. Quote: Once the wearer has used the power of this amulet for a total of seven nights, the amulet loses its power for one day and the wearer is exhausted for this duration. If the wearer removes the amulet for any reason after having used its ability, she becomes exhausted for four hours for every night of sleep skipped. Not terrible, but if that Exhaustion falls on a bad day for you... well, bad day gets worse. Unless you have someone who can cure exhaustion (paladin).
Grick wrote:
Thanks, Grick. So following a 1d4 natural attack, going up 3 size categories makes it 2d6, which puts the shield's damage in-line with a regular 2-handed weapon.
Grick wrote:
Yep. I'm just going to hit FAQ on this post and pray.
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