My players have asked if merely closing your eyes defeated the multiple chance to miss.
Say the spell caster is using Mirror image and gets five images. To make things easy, on a roll of 6 on a d6 you hit the real spell caster. But if you close your eyes, your chance of hitting goes from 1in 6 to 1 in 2.
Us this correct?
Let's says a Crossblooded(Red Daconic/Orc) is a Wordcaster caster. If he cast a spell(see example) that did two types of damage, what it the total damage at the end?
For example, a 3rd level word spell (Burning Flash + Shock Arc) would deal the following damage at 6th level.
A strict reading of the Arcana would add ten more damage to both of those(I think), since ten dice are being rolled. Is that right?
As the title says, I'm seeking advice on what spells I should prepare. I'm an 8th battle cleric of Torag with 20 wisdom, as well as an Oread.
Our party is as follws: Oread Cleric, Dwarven Monk, Wayang Oracle(Dark Tapestry) and a Halfling Sorcerer(Wild/Crossblooded)/Ninja/Arcane Trickster.
We know it's a large black dragon, since we encountered it before and it slaughtered our frontliners at the time(A fighter and an Inquisitor).
One spell IS know has a low chance of working on the dragon is Terrible Remorse(I need to roll a 14 to get through it's SR).
Thoughts and suggestions?
One thing I know people complained about was that the Synthesist brought back the old 3.5 Wild Shape rules: Replacing physical ability scores.
So my suggestion is simple. As normal Eidolons grow stronger they gain bonuses to Strength and Dexterity. Instead of replacing a Summoner's Strength, Dexterity, and Constitution with the base form of the eidolon, simply ive them the Str/Dex increases instead.
Just a race I came up with in my spare time, and I thought I'd post it for others to look at and critique.
The Pataks("Drakelings" in Common) are a race branch on the family tree of dragons, though they are starting to flourish as they find their places in different areas of the world.
Race breakdown, variants, and some Favored Class Bonuses:
Weakness(-1 rp) (+2 Dex, +2 Cha, -4 Str) Not nearly as strong as their distant cousins, Drakelings still cary themselves with grace.
Linguist(1 rp) Common and Draconic
Natural Armor(1 rp) +1 Natural Armor
Skilled(1rp) Stealth +2
Flight(4rp) 30ft, clumsy.
Elemental Vulnerability(-4rp) cold
Total RP: 16
Favored Class Bonuses
I was looking at the Soundstriker Bard and noticed neither of the abilities say Lingering Performance can't be used on them.
I believe this mean that, at 6th level and over 3 rounds, a Soundstriker can make 18 attacks for the cost of 3 stadard actions and 1 round of performance. Am I missing something, or is it as cool as it seems?
A friend of mine suggested I run a game on Saturday a while ago, and I set to work on some house rules. While I don't know when I will actually run a game, I would like some feedback on my house rules. Thanks in advance.
The following 3rd party classes and/or archetypes are allowed: The Godling, the Pyromancer, the Mosaic Mage, any Dreamscarred Press Psionic class and archetypes(I don't have Hidden Intentions yet, so that's out. Sorry.) the Priest, the Spellblade, the Charlatan, any of Maxximiliuss Archetypes, any of Epic Meepo's Archetypes, and the Divine Channeler. I may add more at a later time.
Draconic Sorcerer Bloodline: The claws are now at-will instead of rounds per day. This extends to the bite attack Dragon Disciples get if the Sorcerer takes that prestige class.
Celestial Sorcerer: The wings are now an at-will ability like the wings of the Dragonic or Abyssal bloodline.
Barbarian, Moment of Clarity: This rage power can be used once per rage at 2nd level and once more for every six barbarian levels the character has.
Barbarian, Totem Warrior: Totem Warriors may select Totem rage powers from more than one Totem(Non-Totem Warriors are still restricted to only one Totem). For instance, a Totem Warrior could take Lesser Spirit Totem at 2nd level and Lesser Beast Totem at 4th level. A Totem Warrior can only pick Rage Powers from the following list.
Barbarian, Totem Warrior Rage Powers: Any Totem Rage Power, Animal Fury, Bestial Climber, Bestial Leaper, Bestial Swimmer, Low-Light Vision, Night Vision, Raging Climber, Raging Leaper, Raging Swimmer, Sprint, and Swift Foot.
Barbarian, Urban: Urban Barbarians can be of Lawful Alignment.
Two-Weapon Fighting, Improved Two-Weapon Fighting, and Greater Two-Weapon Fighting are now just one feat with the following prerequisite: Dexterity 15.
The Eldritch Heritage feat tree can be used to gain the Wildblooded ability/abilities of a Sorcerer Bloodline you already have(except Wildblooded Fey because that ability also replaces Bloodline Arcana). You do not need Skill Focus in your bloodline skill to gain the Wildblooded ability, but you still need to be 3rd level. A Draconic Sorcerer, for example, could take Eldritch Heritage(Linnorm) at 3rd level and gain the Elemental Spit ability and be treated as a Sorcerer 2 levels lower for purposes of the ability.
Stuff I kill you with.
Everyone I have talked to has described it differently. A fire burning your very soul, absolute nothingness, a feeling of security. The Pulse was a world-wide phenomenon. It. Changed. Everything. Slightly changed intro from The Pulse, a story I was writing and decided would be a neat game.
All over the world, people have started changing. Some grow taller while others shorten, some have teeth growing into tusks, and others find themselves going through changes far more... severe, and strange. For some, the answer is that it's all in their head. For others, it's the first sign of insanity. Still others decide that they need to hide somewhere until they can figure out what's going on. And what better place to hide than the streets of the world's melting pot, New York City?
So, with a bit of a confidence booster from a friend(in the form of tips for this particular game), I've decided to open up a game. This thread is merely an interest checker at the moment.
A day or two ago, maybe more, something very strange happened. A pulse of unknown origin and power washed over the entirety of planet Earth, changing reality in a way that is both miniscule and massive.
Magic is returning.
Slowly but surely, Earth is becoming as magical as the days when myths and legends were facts and true. Indeed, some of those myths and legends are coming back as well. Magic isn't effecting everything equally however.
In this setting, only 1/4 of the world's population is effected at this point in time. How this effects you character is up to you, since there is more to it than spells and rituals.
Now for the guidelines(as this is rules-light, thats what I'm calling them.
- Everyone starts as Human, but as time goes on they might change slightly over time to another race(Elf, Halfling, Ifrit, Kobold).
Sam is slowly turning into a tiefling. After hitting his forehead on a sharp edge of a door, he looks for a cut and instead finds fully formed horns. He blacks out from the shock and wakes up to find two pink marks, like scar tissue, where the horns were. Later, the horns return, but stay small enough for his bangs to hide them.
-Level 1, any class, 10 point. Realize you probably shouldn't have access to all the abilities of a first level character of you class though. You aren't used to the changes yet, so you don't have access to everything.
Charlie is becoming an Iquisitor. At the moment, he has enough energy to cast one spell(including cantrips) a day or use his Judgements. Since he has the Travel domain, he retains the +10ft to his base speed while he has that energy, but can't use the first level power.
Katie is becoming a Fighter. One day she decides to join a fencing club and finds that she instinctively knows how to use a fencing blade, and can provide a challenge for the fencing club's president. As she passes a construction sight, she realizes she knows what their building and how(Knowledge[Engineering]).
To represent a real change that is more obvious than getting a rank in Knowledge(Nature) and suddenly knowing not to eat that berry, everyone gains Magical Knack as a trait, with the change that it is at will instead of once per day.
Now remember that this is a free-form game with more emphasis on the story than rules. Much like the Avalon Chronicles the Rule of Cool is king. Don't be a jerk is also King. They share the crown.
One last thing. I'd like the majority of this game to start and take place in New York, New York. This doesn't mean you have to live there or even already be there. Maybe a friend of yours is going through the same thing you are(or close enough) and you're going there to meet him/her and possibly figure out whats happening. Perhaps you were on what appeared to be a messageboard for roleplay, but noticed a lot of people were explaining how they got their powers and are describing exactly what happened to you and they're all going to meet at a convention. Again, I'm leaving that up to you.
I need to give my fingers a break. Please ask any questions you've got about the game(it's player driven by the way, again just like Avalon)! This game is open to everyone who wants to play.
Okay, so I'm building a character for a horror game, set in an apocalyptic world, and I was thinking about playing both a psionic and a healing character.
So, of course, Dreamscarred Press's Vitalist is a given. Is there any other way though?
15 point buy, and I'm playing a kobold(-2 Str, +2 Dex, +2 int) that is a 'dragon priest'. That part is set.
So, any ideas?
This feat seems like a bad option for Half-Elves everywhere.
Your blood burns with the passion and unyielding quest
for self-improvement displayed so prominently by your
Benefit: You receive 1 bonus skill rank. Whenever
you gain another Hit Die, you gain an additional skill
rank. You cannot gain more than four skill ranks in
Special: You can only take this feat at 1st level. If you
take this feat, you cannot take the Elven Spirit feat.
Look at the last line in the Benefit section. This feat maxes out at 4th level, pretty much useless after that.
My Thoughts: I think(hope) a line saying you could take this feat up to four times got left out. Sure, four feats for four more skill points a level sucks Natural 1's, but that would make more sense, right? The problem with that thought though is the Special section, which says you can only take this feat at first level...
One of my groups, the one playing tonight actually, has started the World's Largest Dungeon. This is last week's game play, through the eyes of my character, the gnome barbarian known as Farail. I may have gotten some things wrong.
Prologue and Day 1 of the Dungeon.
Ships, pirates, and a really big body.
Tracking this guy and his group was becoming a damn big hassle. Weeks on a boat stuck with (Abe's Character), a catfolk that liked to tell everyone he had a spade; (Alex's Character), a holy warrior of Abadar who hated being around the foul-mouthed sailors(and that cat); (Sarah's Character), a halfling who looked like she was one of those magicky types. And then that pirate lass joined up with us, wearing the symbol of the Pirate Queen like some prized bauble she'd got at a festival or something. I think the kitty's got a thing for her too. Or did.
I'm getting ahead of myself though. Name's Farail. Nice to meet you and no you don't get my family name. I'm a simple gnome that way. You know what you need to know, and that's it. Now shut up and listen, cause I'm not one for repeating myself.
Okay, so we all were at the table looking to join the Pathfinders. Stuff was showing up on the shores closest to the Eye of Abendigo, powerful stuff, and the local government said the 'Finders could keep whatever they found after some of their own navy got destroyed or something. I was here to see how much of that magicky stuff actually got locked away. I don't quite like magic, if you couldn't tell. Sure, I'm smart enough to be one of those book toting, no upper-body strength, pot bellied wizards or one of those sovereign glue sniffing, sissy cauldron carrying alchemists, but I never liked how they got stuff done. I know I'm rambling, so shut your pie hole already! Thought I told you to listen?
So we're at this inn when some guy with a changing face comes over and sits down. Depending on your angle, he either looked like a weasel or a lemon. Weird guy says his brother and his exploration group stopped sending messages about two weeks ago, and he's worried. Told us his brother thought the Pathfinders were looking in the wrong place and had gone to look somewhere else. Offers us a hundred gold up front and to buy us passage on a ship. I try not to be blunt and ask what we should do if his brother can't come back, but the halfling just pipes right up and says “What if we find him and he's dead?” like the guy wasn't sitting right next to us! He told us to just bury him where we found him if his brother was dead.
I was thinking that cat's spade was going to be real handy soon.
So we get passage on this ship and after a brief run in with the Andoran Navy because our ship was flying a Shackles flag, we were on our way to some city called Bloodcove. The cat said he knew someone there that would probably be traveling with us. Turns out it was the pirate priestess he said was “all woman, just don't tell her father.” I'm smart, I'm blunt, but I know there are some things you damn well better not say to a woman's father. Experience tells me that's a quick way to get a hammer slammed upside your skull. Never tried wooing a dwarven lady after that.
So we get to Bloodcove and start traveling up the river. Yet more weeks on the water with nothing to do but learn some more sailor songs to annoy the knight with. Fun times. Made me go toss my idea to shave the catfolk in his sleep. Weird he may be, but he knows how to make that paladin's face hide behind his hands!
Now remember how I said that catfolk's spade was gonna come in handy soon? Well, when we found the little brother's ship run aground and ransacked by what was probably the crew of the much bigger ship next to it, I figured I was right. But I wasn't very lucky that day. Both ships were empty, and there was a trail on the shore leading inland. I think we were all pretty happy to be getting back on solid ground for a change. Trail wasn't hard to follow anyway, though I couldn't figure out how many people had made it. We found the little brother's camp next, all seven tents torn up and the bedrolls filled with bloody holes. Whoever ransacked the ship had followed them here and apparently took them with them as they continued on the trail. Life was not treating this man nicely.
Still, we had to find this man's brother. Course, the others were probably just looking to get a share of the magic items the guy had been looking for now. I wouldn't turn down a nice sword myself, but I can make do with my spears. Haven't met anything yet that my spears or axe couldn't handle.
You ever hear of titans? Like giants, only bigger and stronger, right? Well we found a dead one up on the mountain the trail led too. Looked like he had been there a while, but time had barely touched him. He was dead alright, a few spear jabs proved that, but he didn't smell like he was rotting. We found some big notes in his shirt pocket, bigger than a table actually. Too bad it was all in gibberish. We kept them anyway, and the Abadarian knight said some holy last rights or something over the body. Bit late for that in my opinion, but it made him feel better and there wasn't any harm in it.
Next to the dead titan we found a door going into the mountain. Still looking for the brother, we went in and found two more doors that opened up to an unforgiving blackness. The kitty cat made some floating lights and sent on in, but nothing pushed the darkness back and the light didn't return. I got fed up with the way the others were trying to figure out why the light wasn't working past the doors, and told them I was going to go through. Got some string tied to my belt so the others could know if I got attacked, and stepped into the darkness.
It wasn't nearly as bad as I thought it would. Just more worked stone and someone in the area past my torchlight coughing. I tugged on the string and the others joined me. Forgetting about the coughs I had heard for a moment, we heading into the door straight across from the one we just came through.
Gods above, the sound the cat made had me thinking he was coughing up a hairball! The smell in this room was to much for his poor little nose, and he had to leave. Soon it was just me and the halfling lass searching the room and finding nothing more than some dried blood. I remember wondering where all this blood was coming from when there weren't any bodies...
Outside the priestess had found the ones responsible for the coughing I heard earlier, and was talking to them. Just a bunch of orcs huddled in a corner. Strange, right? Never thought I see'd orcs cowering. They told us there was no escape from this place, and that death darker than the surrounding darkness could descend on us at any moment.
Apparently, we were all trapped and going to die.
Okay, I came up with an idea for a cleric I was going to play in a play-by-post, and since my IRL group is taking a break from our current game and starting a new one, I need a bit of help to get this concept to work, even if I don't end up playing a cleric.
What I'm looking for is a deity(or something else that grants domains, like an Empyreal Lord) that grants the Air(Wind subdomain) and Travel Domains.
The idea was to use Fighting Fans(Ultimate Combat) and Feint if things got too close for comfort. The domains I picked were purely for thematic reasons, since the original idea was to worship/venerate/whatever something called "The Whispering Sky and the Wandering Wind."
So does anything offer both of those domains, or am I stuck with the cleric archetype in Ultimate Magic?
Okay, as the title says, I need help showing that the Magus isn't "broken". I have a DM who has said that we can use anything from Ultimate Magic except the Magus because a Magus can cast True Strike before he attacks.
So, other than the Concentration Check needed to cast a spell defensively using Spell Strike and the -2 to all attacks rolls, is there anything else that makes sure the Magus isn't "broke"?
Ok, so we can tell the Synthesist isn't restricted in which Base Form his Eidolon has. That's cool.
But what happens when the Fusing Ritual is over? Does the Summoner take on the Base Form or does the Eidolon act like a set of clothes?
If it acts like a set of clothes, how do you explain the mount or pounce evolution? It just makes more sense to me to say the Summoner is inside the Eidolon like this.
I'm in a game on Friday/Saturday and we were told that we would level up to 9 fairly quickly. I expected two or three games for this to happen, but we leveled up after the first game.
Caught me completely off guard.
We're playing a little one-shot that is going to take us into Expedition to the Demonweb Pits and I'd like some help picking my paladin's 9th level feat.
Currently, I have:
Exotic Weapon Proficiency(Elven Curved Blade)
I've been considering Improved Critical, Mobility, Critical Focus, and Extra Lay on Hands. I want to know if there are other feats I might be overlooking though, just in case.
Recently I suggested to some of my friends here on Paizo that we should resurrect(or reincarnate) our old "Realms of Agartha" play-by-post. Rather than go into detail right away and cast wall of text, I'll just quote Lynora, one of our players. She posted this in the Deep 6 FAWTL thread.
Two kingdoms at war. One the righteous Drostardy, the other the tyrannical Karakia. It almost sounds like the start of a minstrel's tale. Nothing can get a young soldier's blood pumping like the thought of battle, nothing can change their way of thinking quicker that feeling a sword cut into their flesh...
But this war is not fought by man alone. No, Karakia found allies in the most unusual of places: the forest. An unfair advantage to be sure, had not the good forest-folk gotten word of this alliance. How they got the news is unclear, but now they are mobilizing to make the war fair again, and protect the good people of Drostardy from their evil kin.
For if their existence is made common knowledge, they shall not know peace. Legends tell many tales of their kind helping heros survive or making them heroes in the first place, but each time they are written off as shapechanged fey or even gods.
Now they must ask themselves a question. Do they follow the Law of Challenge or Serve to the word and protect Drostardy, possibly revealing themselves, or do they let the kingdom fall and live under Karakia's rule? Each must make their own decision.
I'm going to let Eric take over from here, as this little intro was suprisingly hard for me to right... :(
I was wondering if anyone would be interested in this type of game. I really have very little idea how to run such a game, but I enjoyed reading the book and was thinking about starting a freeform/rules-light game.
If someone who would like to DM shows up though..
The style of freeform/rules-light I've had the best experience with is a sort of "sandbox" style where everyone playing takes turns being the DM. Realms of Agartha is a game I played in that does this, and the game was really fun to be a part of.
EDIT: I think I should mention that you don't need the Noble Wild book/pdf to play in the freeform/rules-light version of the game.
Recently, a player in my "For the Children!" pbp(Pathfinder) seems to have left. Now, if this is not the case, he is welcome back.
But that does not mean this recruitment is moot! Indeed, we are looking for 2 new players!
Lv2 characters, 1000 starting gold, and 15 point buy. In addition to the core classes, I'm allowing: Oracle, Witch, Cavalier, and Alchemist. Standard races are allowed, as well as aasimars and tieflings.
So far, they have discovered that the killer is a summons of some sort, and that there may be a connection to one of the orphans...
Anyway, because of how far the story has progressed, Ive decided to allow different ways to be worked into the game. Instead of being an orphan all grown up, you could be one of the people that believes Keiyanna(the lady running the orphanage) is innocent or someone who has adopted a child(or wishes too).
I'll let the players chime in now if they wish to.
Oh, and HERE is the actual game thread.
I was looking through the HeroMachine contest winners, and noticed a striking resemblence between the lady of the left and Seelah. Of course, I realized this meant she is one of those rare few drow who are Lawful Good(let alone paladins)!
Looks like I'm not the only Paizo fan who uses HeroMachine!
Few who know Keiyanna would think her a bad woman, and none of the orphans she cared for and raised would speak a word against her. Which is why the city's sheriff didn't arrest her immediately when common sense said she had all the reasons to kill the people she had. Closing down the orphanage was something the five had wanted, but now only three remained. They had been the ones to spread the accusations in the first place, but as it spread, so did the number of people who believed them. Thankfully still a minority, they have yet to try and take the law in their own hands, but the time is fast approaching when they will....
Quickly, Keiyanna sent letters to the all the orphans that had left the orphanage, hoping some of them will be able to come help clear her name. She can do so little while she has children to look after, and they had started getting into fight with the city's other youth. Each one said he or she did it to defend her. She puts the children to bed and hopes help arrives soon.
Perhaps it's just your feelings about the whole things, but as you journey to your childhood home, you can't help but shake the strange sense of wrongness in the air. The strange events you each experiance on your way are not helping matters, and suggest some outside force is at work.
At this point, I turn the game to you. Now is the time to either react and continue on your way to the orphanage, or ignore the happennings(a possibility. Perhaps it was only a coincedence?) and continue on your way.
Since some of the play-by-posts game I've been in have gone the way of the dodo, I thought I'd start the one that's been bouncing around inside my head for awhile.
Looking for 3-4 players. Now the little backstory you get for the game itself is simple: You're orphans all grown up, and have recieved letters(how you get them is up to you) saying that the lady who raised you(Keiyanna, a half-elf not quite middle-aged) has been accused of murder. The orphange has come down on hard times lately, and 2 of the 5 people trying to close it down has been brutally killed, and in their own beds! No one has seen the killer yet, but all eyes are on Keiyanna...
I't your job to clear her name and find the real killer!
Lv2 characters, 1000 starting gold, and 15 point buy. In addition to the core classes, I'm allowing: Oracle, Witch, Cavalier, and Alchemist.
How useful would a Bard be if he focused on Knowledge Skills from 1st level? I did a quick right up using the 20 point buy, but I'm not sure if the character could be truly helpful to a party.
Human Bard Lv1
Perception: 3= -1+1+3
Point Blank Shot
Lv0: Dancing Lights, Prestidigitation, Detect Magic, Read Magic
Lv1 Grease, Sleep
Thoughts, opinions, criticism?
The Bloodline Arcana of the Draconinc Sorcerer says that for each damage die of a spell that deals damage of your type(we'll use Red and Fire for this) the spells deals a +1 point of extra damage.
My question is this. Does this apply to spells from other classes, like the druid?
Does a Red Dragon Sorcerer 1/Druid 7 casting Flame Strike deal 7d6+7 point of damage?
A couple weeks ago, I was reading monk build thread and someone made the comment fighters would probably be better and unarmed combat. This thread is not a discussion about whether or not that statement is true, but how a fighter could be effective fighting without steel(or in some cases wooden) weapons.
Here is what I came up with for a 4th level fighter using the 25 point buy. If the fighter is human, he gets one more feat, and I was thinking either Dodge, Toughness or Improved Initiative.
At 4th level, that makes his Unarmed Strikes look like this:
TWF Unarmed Strike
If we take this all the way to 20th level, what feats would you pick, what woundrous items(other than the Amulet of Mighty Fists), armor, and ranged weapons? What Weapon Groups?
Thanks in advance for participating in this thought exercise!
Why!? They were just fine with the druid list of animal companions.
"Okay, you just finished Mounted Combat 101, and are able to ride just about anything into battle. Now please choose between this horse or this camel."
Just doesn't seem right. If the loss of any mount save camels and horses(or riding dogs and ponies for Small Cavaliers) was to bring them to the same power level as a Paladin, wouldn't it make more sense to have left the mount options alone? A paladin can cast spell on his mount, channel energy for everybody, and not have to worry about feeding it, etc etc.
Why can't I have a pteranodon?