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SKR recently answered this one

Sean K Reynolds wrote:

It says "bonus," not "modifier," so it never drops below +0.

(I've done my best to hammer the writers into saying "bonus" when they mean "it's always going to be +0 or better," or when using "modifier" has the possibility of making no sense, such as "you can use this a number of times per day equal to your Charisma modifier," which would mean you could have negative uses per day. So trust whether it says "bonus" or "modifier" to mean exactly that. :))


I believe this will answer your question...

James Jacobs wrote:


Nope. Energy resistance does not stack.

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:

Thinking of implementing the following changes around my table. Would you use these variants?

Dagger (simple light weapon; 1d4 piercing damage; 18-20/x2 crit; 10 feet range if thrown; easily concealed)

Kukri (exotic light weapon; 1d6 slashing damage; 19-20/x3 crit)

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.
Minimum Caster Stat to cast Doom is an 11 (mod 0), so the DC is at minimum 11 (10+1). OK, so that's not where the DC came from...
Minimum Caster Stat to cast Scare is a 12 (mod 1), so the DC is at minimum 13 (10+2+1). OK, now we're getting somewhere.

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:

And now for the irony in all this.

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...).


kyrt-ryder wrote:

*1d8 -> 2d6 -> 3d6 -> 4d6 -> 6d6 -> 8d6 -> 12d6

1d10 -> 2d8 -> 3d8 -> 4d8 -> 6d8 -> 8d8 -> 12d8

Thank you for the input, but what source are you using to confirm that?


Bumping again.


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 Falcata would step up to 2d6 (from 1d8) with a 19-20/x3. Add Impact/Lead Blades and it would be 3d6. Add Enlarge Person and it becomes ?4d6?. {Ave. Dmg: 4.5->7->10.5->14)

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.


The wording of this is hurting my head... so in other words my original post in this thread was correct.


Kazaan wrote:
prd wrote:
Sometimes you can't use your Dexterity bonus (if you have one). If you can't react to a blow, you can't use your Dexterity bonus to AC. If you don't have a Dexterity bonus, your AC does not change.
From Combat third paragraph under Armour Class section (just above Other Modifiers section). If you don't have a Dex Bonus, your AC does not change. It must be a bonus in order to apply to your AC. Your argument is invalid.

You raise a very valid point... I missed that sentence before.

This section of rules needs to be updated:

Quote:


Armor Class

Your Armor Class (AC) represents how hard it is for opponents to land a solid, damaging blow on you. It's the attack roll result that an opponent needs to achieve to hit you. Your AC is equal to the following:

10 + armor bonus + shield bonus + Dexterity {modifier} + other modifiers

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.
Armor Class (AC), provided that the character can react to the attack.
Reflex saving throws, for avoiding fireballs and other attacks that you can escape by moving quickly.
Acrobatics, Disable Device, Escape Artist, Fly, Ride, Sleight of Hand, and Stealth checks.

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.


I suppose that this just isn't a hot button issue... Some input would be nice though...


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:

Exhibit A: Greataxe
Small->Med->Large->Huge
1d10->1d12->3d6->4d6

Exhibit B: Spear/Longsword/Morningstar
Small->Med->Large->Huge
1d6->1d8->2d6->3d6

Exhibit C: Greatclub
Small->Med->Large->Huge
1d8->1d10->2d8->3d8


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.
Magic Jar or Dominate Monster the horse, then cast Silent Spell+Still Spell Expeditious Retreat.

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.
* This would cost 1000gp and 1 week of work
* Success would require a Knowledge+Spellcraft Check, DC20 for both
* You could make that check easier by adding in 2 research assistants (2x Aid Anothers, so +4 to your roll)
* You could make the DC lower by requiring a Focus (I'd say that a Mithril Horseshoe might qualify as a rare focus for a -5), adding research materials during the process, etc.

As long as you're not PFS, I'd think that following the spell creation rules should work fine...


Bumping for great justice...to rules clarification. :-) Hopefully a 24-hour wait was enough.


Thickfreakness wrote:


Also, being that he absolutely hates/fears... Well, big things... He kinda despises himself and the boar shape even more. So, I just don't know what to do with the poor sod anymore.

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:


What I've been looking for this whole time is something helpful, like, oh, advice on how to tone him down, or where to go from here?

I'm not sure what other advice there is that hasn't already been provided.


Rogue Eidolon wrote:
AerynTahlro wrote:
Crane Wing allows you to deflect an attack, combat maneuvers are attacks, so as long as you are aware of it happening, deflect away.
Only weapon attacks, so disarms, trips, and sunders are OK but not the others.

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."


Crane Wing allows you to deflect an attack, combat maneuvers are attacks, so as long as you are aware of it happening, deflect away.


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.
Pardon any potential snark, I'm just a little flabbergasted by this thread.

You know how you restrict your own character? By restricting yourself. Add in your own limiting flavor:
* You weren't actually separated from your tribe, you were abandoned because your blood contains impurities that hinders your transformation.
--> Mechanically this could limit the uses per day, increase the transformation time, add Exhaustion after transforming back, limit transformation duration (1 round per HD, or something like that), give a 50% chance of Confusion after shifting (group won't be as entertained when you shift and start eating them), etc.

* 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.


3 people marked this as FAQ candidate.

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:

Source
-
1
1d2
1d3
1d4
1d6
1d8
2d6
2d8
4d6

Improved Natural Attack:

Source
1d2
1d3
1d4
1d6
1d8
2d6
3d6
4d6
6d6
8d6
12d6

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.

-
1
1d2
1d3
1d4
1d6
1d8
2d6
3d6
???
???
???
???

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:
1d8->2d6->2d8->4d6
1d8->2d6->3d6->4d6
1d8->2d6->3d6->???

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}.


How about the Cap of the Free Thinker?


1 person marked this as a favorite.

Feats are definitely a workable route...
Iron Will
Improved Iron Will
Lightning Reflexes
Improved Lightning Reflexes
Great Fortitude
Improved Great Fortitude

Additional Traits
(There are a bunch of traits that offer +1 bonuses to saves, or +2 to a particular type of effect from a save.)

If Human...
Defiant Luck
Heroic Will

There are a bunch of spells you can use too, s/a...
Heroism, Haste, Prayer, etc... You can also get around a lot of spells by having Spell Resistance.

Items you can use...
Belt of Incredible Dexterity, Belt of Mighty Constitution, Headband of Inspired Wisdom


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...
1. Do you need an open hand to perform the maneuver?
2. Can you perform the maneuver while the scabbard is still strapped to you or does it need to be loose?


I haven't seen any changes to either of these abilities, still wondering how to handle them.


1 person marked this as a favorite.

Well, it seems that my group's (3 different play groups, actually... one with a DM who has been around since ~2.0) understanding of Line of Effect was completely wrong.

Thank you for correcting me.


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...
* Block Line of Sight
* Block Line of Effect for spells that do not require LoE (Summon, Flaming Sphere, Call Lightning, etc.)
* Act as a anti-magic field
* Block vision/sound (or any of the other sense for that matter)


Resilient Sphere blocks spells such as...
* Disintigrate
* Scorching Ray
* Dimensional Anchor
* Lightning Bolt
* Fireball
* etc (also includes physical attacks and environment)
(anything that requires that the spell starts at point A and travels to point B)

The Sphere will NOT prevent the following:
* Using Call Lightning (the bolts are vertical bolts that manifest above the target of the spell, not from your fingertips)
* Summoning creatures outside of the sphere
* Creatures being summoned INTO the sphere (if it's large enough for multiple creatures)
* Dominate Person (in or out)
* Flaming Spheres/Ball Lightning being summoned into or out (provided that there is open space within the sphere)

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.
You suddenly notice several Delayed Fireball beads appear next to you? Resilient Sphere around them and watch the contained explosion not hurt you or your companions.
Enemy archers lining up attacks again you? Resilient Sphere and watch the arrows bounce off in mid-air.
Get a bad feeling while inside of a trash compactor and concerned that it's about to get worse? Resilient Sphere and those walls won't be able to close.

By the way... I have yet to see anything about force attacks dampening or blocking sound.


Sean K Reynolds wrote:
AerynTahlro wrote:
I only wish that this was the sourcebook mentioned for clarification on magic item crafting too...
It is. :)

I...clearly need to build a time machine to get me to April faster.

Edit:
Just realized that you referenced "advice on crafting magic items" earlier... Clearly I need more ranks in Perception.


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...


I like this idea.


Isil-zha wrote:
+4, the "normal" is a +2 after the spell, it "overwrites" the +1 for the duration of the spell, and while you rage this is increased by 2

This is correct.


2 people marked this as FAQ candidate.

Simply, the Aldori Swordlord Fighter Archetype has this wording (note bold):
At 3rd level, when an Aldori swordlord makes a full attack with an Aldori dueling sword, he gains a +1 bonus to AC against melee attacks until the beginning of his next turn. This bonus increases by +1 every four levels after 3rd.

Meanwhile, the PrC Aldori Swordlord has this wording:
At 3rd level, an Aldori swordlord gains a +1 bonus to AC when making a full attack with an Aldori dueling sword. This AC bonus increases by +1 for every four levels after 3rd. If an Aldori swordlord is also a fighter with the Aldori swordlord fighter archetype, levels in this class stack with his fighter levels to determine the AC bonus from this ability.

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?


1 person marked this as a favorite.
Tirisfal wrote:


Ensemble (Sp) - (Inspired by the Teamwork Feat of the same name)
You can start a synchronized dance party around you. All creatures within 20 feet must make a Will save DC of 10 + 1/2 your cleric level + your Wisdom modifier. If the creature(s) fail the save, they automatically aid you with your Perform check to dance as if they were aiding another as an immediate action. While under the effect of this ability, the creatures cannot make any actions of their own besides perfectly mimic your dance moves. The total number of rounds of this effect per day is equal to your cleric level + your total Perform (Dance) ranks. The rounds do not need to be consecutive, and you can dismiss the ability at any time as a free action. Each attempt to use this ability consumes 1 round of its duration, whether or not the creature(s) succeeds on its save to resist the effect.

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:
Ensemble (Sp) - Upon reaching level 8, you can start a synchronized dance party around you.
A number of target creatures (up to your # of ranks in Perform:Dance) within 20' must make a Will save (DC=10 + 1/2 Cleric Level + Wis Mod) or be compelled on their next turn to mimic your dance moves. While mimicking your dance, the target can only take purely mental actions. On the target's following turn and every turn thereafter, they can attempt another Will save to break out of the dance routine. You may continue your dance on your following turns as a Standard Action, or discontinue the dance as a free action. Discontinuing the dance releases all dancers from the effects immediately. You can use this ability for a number of rounds each day equal to 3 + Cha Mod + # of Cleric Levels, and these rounds do not need to be consecutive.

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:


Forever Young (Ex) (Ripped from the Monk's Timeless Body)
At 10th level, you no longer takes penalties to your ability scores for aging and cannot be magically aged. Any such penalties that you have already taken, however, remain in place. Age bonuses still accrue, and the you still die of old age when your time is up.

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.


Could always go here and create a custom half-dragon race ;-)


Starbuck_II wrote:
Jiggy wrote:

Can you CdG in a box?

Can you CdG with a fox?

No, you can't CdG with green eggs and ham. Sam I am or I am Sam.

Why not? If cooked improperly, a ham could be an improvised melee bludgeoning weapon ;-)


B.A. Ironskull wrote:

This?

YouTube

That is EXACTLY what popped into my head when I read the thread title!


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.


Makes for interesting side quest possibilities...

* Mage angers the wrong person
* Angered person goes around attacking the mage's customers to sunder the crap out of every rental
* Mage implores adventurers for help


Borthos Brewhammer wrote:

Actions have consequences, especially in a city. Use that to your advantage; If you kill a couple, they'll learn teamwork real quick.

Or talk to them out of game and tell them this is ridiculous and hurting the fun of the group, so knock that crap off. < What I'd do.

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:
1) Determining where to physically insert the adventure--I need to find an area that roughly fits what I had in mind. I was going to set my adventure in a land mass that had one border with mountains, one with a huge river, another with a marsh/swamp, and the last one opened up towards neighboring areas. A friend is pointing me towards using The Stolen Lands. Any input?

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:


I like the everwake amulet. My druids, rangers, and clerics tend to have very high perception checks. With this they can keep take a watch, and still regain spell.

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:

Table: Tiny and Large Weapon Damage could be used to extrapolate that one size increment up from 1d8 would be 2d6. This follows the dice progression of Improved Natural Attack as well as the progression in Natural Attacks by Size. (The rules lose cohesion after 2d6)

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:

Shield weapons are a huge mess, and I don't see any real RAW result coming from it without a full blog post or something. To enchant as a weapon it must be masterwork, does a masterwork shield (150gp MW armor) count for that or does it need to be a masterwork weapon first (300gp) and if so, does it need to be both when it's created (450gp)? Can spikes be attached and removed? Do spikes change the weapon, or can you still choose to bash with the blunt part or stab with the spike part? Does the +10 enhancement limit apply to weapon and armor enchants, or are they each separate? Does the 50% cost increase happen when using both armor and weapon enchantments on a shield? Blargh.

Yep. I'm just going to hit FAQ on this post and pray.

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