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I also ran Kingmaker with that conversion a few years ago, and I also recently started running this AP for the same group. I haven't seen one yet, though.
I'd like to think I'm capable of creating one, based on the excellent example and commentary in the Kingmaker version. But I barely have time to prep each week between sessions, let alone revise them in a fun and balanced way. So I'm just running the by-the-book version for now as a way to judge whether I really need to adjust it or not. So far, it hasn't made much difference either way.
I'd have considered applying if it was 3-5 years C#, with Java as a plus, instead of the other way around.
Also, I know there is something going on in the camp where there is no teleportation or spells of that nature near the World Engine. Is this only in the direct area of the World Engine? I have a PC who I know will be using Planar Binding and I want to make sure the spell won't be affected in a weird way. Thanks!
I was wondering what you meant, and I just read far enough ahead to find it. I think this is just applicable to the area inside the monastery once it's been called down by the world anchors. The H group of rooms. That has a forbiddance effect, which (among other effects) "seals an area against all planar travel into or within it. This includes all teleportation spells (such as dimension door and teleport), plane shifting, astral travel, ethereal travel, and all summoning spells. Such effects simply fail automatically."
So they can't teleport into H, they can't shift dimensions to get to H, and once they've entered it, they can't dimension door, summon monsters (unclear about calling spells like gate, but flavorwise they should be blocked too), or use other similar effects. An already summoned creature is not affected other than by the alignment-based damage on entering the area (same as the PCs).
If there's another spot that affects teleportation, I don't remember seeing it.
Good point on the stealth checks and the reason. I'm probably going to assume that the snipers don't take notice until the PCs get inside the inner fence and that their shots don't alert the whole camp, though. There are a lot of things that are around to spot and kill intruders and would keep piling on. Has anyone compiled a list? I need to make listing out what forces are where and what they respond to a priority.
I kindof like the idea of making it a stealth mission until something goes wrong and it turns into a Charlie Foxtrot. Now, how to convey that...
Any tips on the types of answers he would give/conversation he would have before leaving?
My group just encountered him there - I just spread out his dialog a bit, and didn't have him really answer any questions.
A question of my own: How far can the snipers in G1 see? Can they take potshots at the PCs anywhere in camp? Rifles have an 80' range increment, and can shoot up to 10 range increments away, so they can shoot 800'. Given that it's only 450' from their tower to the edge of the map, and given their elevation, it seems like they can attack anywhere that isn't directly behind a building.
How did you all handle this? Do the PCs have to keep dodging 1d10+6d6+6 potshots the whole time they're running around camp?
This is strange... I really am intrigued by this game, but I keep failing to come up with a concept that I'd actually want to finish fleshing out. Maybe I'm going in the wrong direction? I have a partial Arcanist//Magister who wants to know how magic works and maybe learn the secrets of the Great Crystal some day. I have a Bard (Archivist)//Investigator who is about more general knowledge and skills - the "I can provide information on anything" type. Maybe I should come up with something that's more beatstick-y or faith-based. Not that there's much time left.
How do you feel about in-game Harrowing, Rednal?
This chart of yours is all wrong. First of all, you're missing the Large size category. Secondly, doubling of dice isn't ever part of the progression. A Medium monk would do 2d10. A Large one 4d8. There are no explicit rules for sizing up 4d8, but you can look at the Improved Natural Attack progression and decide it's just a doubling of the 1d10 track, so a Huge monk would go to 6d8, and a Gargantuan monk to 8d8.
The other things you're not factoring in here are the flat damage to hit and the value of attack bonus. At a minimum, the fighter (for example) at level 20 will have a +5 weapon (with +5 of other useful properties), +5 from weapon training, and +2 to hit and +4 to damage from the Weapon Specialization feats (assuming they don't take better ones). He'll also have +1 to the crit mod of their weapon and automatically confirm crits. By contrast, the monk will just have +5 from an AoMF. And that assumes both characters max out their Strength scores, which is much easier for the fighter than the monk (due to less competition for resources).
Ignoring strength and size bonuses to keep the math simple, a gargantuan fighter with a longsword would have a +32/+27/+22/+17 to hit and do 3d6+14 (19-20/x3) damage. An equivalent monk would have a +23/+23/+18/+18/+13/+13/+8 to hit and do 8d8+5 (20/x2).
The damage formula per round is:
DPR Olympics wrote:
Assuming an AC of 36 (which is average for a CR 20 monster), h is (32-36 = -4 -> -20% -> 80% to hit for the fighter's first attack, and (23-36 = -13 -> -65% -> 35% to hit for the monk's first attack. s is irrelevant here.
Fighter: .80*(24.5)+.1*2*1.00*24.5 = 24.5 average damage
But wait - doesn't the monk get more attacks?
Fighter progression: 80%/75%/70%/65%
Plugging those in produces 24.5 + 23.275 + 22.05 + 20.825 = 90.65 for the fighter and 15.0675*2 + 12.915*2 + 10.7625*2 + 8.61 = 86.1 for the monk, who misses a lot.
If you're fighting a AC 30 monster (-6 AC), the monk does better. The per-attack damage is about even (28.175 vs 27.9825), but the monk gets more hits in (even their worst has a 50% chance of hitting).
Also, keep in mind that this is without any useful optimization. The Fighter is only using his longsword one-handed. That means he's not two-handing it for 50% more strength on his four attacks compared to the monk. If they're both using Power Attack, the Fighter's not benefiting more from wielding it 2H, but benefits from the damage more because he has more attack bonus to burn. Neither one took any useful feats, and the Fighter gets many more feats than the monk.
In other words, a suboptimal fighter is at least as strong as a monk. If you think otherwise, you're welcome to enter the DPR olympics I linked.
He's not trying to take Crane Wing as the free style feat. He's wondering what the prereqs for Crane Wing are aside from Crane Style since he will have that already as the free feat. He is wanting to take Crane Wing as a regular feat choice.
Whoops, my bad. Sorry, Ssyvan.
In that case, anthonydido's right. The text (of the feat, spell, class ability) always takes precedence over the summary on the table, simply because it's more detailed.
Crane Wing is not a style feat itself. It's only a combat feat that enhances the Crane Style style feat. You can see this by comparing the two:
Crane Style wrote:
Crane Style (Combat, Style)
Crane Wing wrote:
Crane Wing (Combat)
Thus it doesn't matter what the prerequisites are, you can't take it as your 1st level bonus feat.
This definitely is hitting a lot of my interest buttons. What are you looking for in terms of posting frequency? Once a day? A few times a week? Multiple times a day?
I'm thinking of some kind of knowledge-based character. Maybe an Arcanist//Bard, but I'll need to look through some of the third party stuff to see if anything clicks. I rarely play with non-Paizo books, although I've been wanting to...
I guess the question is - would you let this ioun stone allow someone whose tongue has been cut out to speak? Someone under a silence spell? Someone simply gagged?
Effectively, the knowledge of how to speak a language is different from the physical capability to produce the correct sounds to form speech.
Also, while awaken does grant the target the ability to speak, many magical beasts, such as griffons are intelligent but have a Language block of "Languages Common (cannot speak)"
It's worth pointing out that the archetype does say you can replace, not must, so if the power you wanted is the default monk ability there, you can keep it.
But there's no way to choose a 6th level power until you're level 7, as Gauss said. And no, there's never been an explanation, to the best of my knowledge.
I would say no. The stone gives you the ability to speak a language, but it doesn't give you the ability to speak. If you're polymorphed into a creature that can make speech-type sounds (like a parrot), you can benefit from it. But if you can't make the right type of sounds, it's not helpful to know how to make them.
It's not about "How can I slow them down?", it's about "How can I move faster?" Taken as a whole (so you can stop to cast a spell), a turn you're panicked is valid if you can say "I got as far away from the thing as I could". Slowing them doesn't move you any further away, so is invalid. Casting haste on yourself gives you (usually) the same movement as a double move, so is valid.
There's nothing official backing that policy, but it's a good rule of thumb for on-the-spot GMing that fits the intent.
That's, surprisingly, a 26 point buy. Looks pretty good for a MAD class... maybe I'll be a monk?
What I need is a store that actually runs pathfinder stuff. The closest store literally has a table run by an anti pathfinder. They sell no pathfinder stuff, but sell plenty of D&D stuff. I have been playing D&D 4e there but I can't get as excited for it as pathfinder. Just due to the fact its so streamlined... Thats a big reason why I don't buy the books, not just cause the prices, no. The prices are reasonable. Just theres no use for them.
Kindof OT for this thread, but can you run Pathfinder there on a different night? Or are the store owners personally opposed? Any logically-run gaming store should have at least a small quantity of Pathfinder products (given how well they reportedly sell), but not all gaming stores are logically run.
I like the notion of "If you have been logged out for X time, you will log back in at the nearest shrine. Or nearest bind point." I think nearest shrine is less abusable for trade purposes.
I like this idea. I'd also suggest some form of limited immunity after logging in. If for no other reason than sometimes the server thinks you're logged in before your graphics card has caught up. Something like "You're immune to damage for one minute after logging in or after moving more than X (short) distance from the shrine."
The paizo staff on the boards have stated that you cannot gain the same attribute to damage more than once. (Ie. Trying to take trench fighter and gunslinger.) I don't believe that it is ever, explicitly, stated in the books though.
Do you have a link to a source who isn't James Jacobs (who insists that we not take his rulings as other than good-advice-house-rules)?
I would not, however, allow someone to add dexterity twice to their CMB through Fury's Fall and Agile Maneuvers, as there is no precedent for this ability on an attack roll.
Then you ought to be banning Fury's Fall, not the combination. There's no precedent for adding a second stat into your CMB, but there is precedent for using a different stat in the first place (Weapon Finesse).
As Jiggy said:
"add this on top of your normal bonus" and "add this instead of your normal bonus" are two very different things, not different ways of doing the same thing.
That said, you are free to do whatever you want in your home game, whether or not your reasoning makes sense to the rest of us.
The simplest interpretation is that the source of the bonus can only be applied once, but the value of the bonus can be the same from multiple sources. If it just so happens that the value of two different bonuses are both equal to your Dex score, then that's fine. Just as it would be if you were adding Wis and Dex and had the same score in both.
I'm rather confused by when the message boards uses a secure HTTP connection and when it doesn't. For example, the top level page of the messageboards (https://secure.paizo.com/paizo/messageboards) is secured, but the level one down from it (http://paizo.com/paizo/messageboards/paizo) isn't. Making new posts is, and quick-reply posts to a secure URL, but viewing threads is still regular HTTP.
Can we get an all-https version? Are there technical reasons we can't?
Ooh, good point. I'd thought about it, but not really thought about it. The first part I knew, but the second I'd completely missed.
Could be an interesting challenge, though.
Xizor doesn't eat anyone... He just feeds off of all the fear the rest of you generate from your victims. You're handy to have around.
As far as finishing him goes, I'm wrapping him up now.
You missed me, with Xizor. I haven't made an alias for him yet. I also haven't bought any items yet either - I'll probably get a chance to do that tomorrow night.
Another thing I have yet to do is really go into his personality or backstory much. Very much a flat statblock at the moment, but that's something else I hope to take care of tomorrow.
If I'm chosen late enough on Friday night, I won't be at a computer to see it until some point in the afternoon or evening on Saturday. Just a heads up that I'm not MIA. If I'm not chosen, then I still won't know, but no one will be expecting me to post. ;)
Zain Ashvale wrote:
I'd suggest either an "Extra Race Point" feat, equivalent to (and restricted like) the Extra Evolution Point feat, or just a flat EP-to-RP conversion ratio.
But what race options would you want that aren't available to eidolons? It might just be easier to package them up, and say "This costs X EP" than trying to price each one individually.
Well, here's the rough draft of Xizor - the Will-o-wisp synthesist who always wanted to have a body. I'm picturing the eidolon as a glowing humanoid shape that forms around the glowing sphere which is Xizor - effectively an extension of a will-o-wisp's natural glow and ability to create patterns (they don't always look like a skull).
Lesser Will-o'-Wisp Summoner (Synthesist) 2
CE Medium aberration (air)
Init +1; Senses darkvision 60 ft., scent; Perception +15
AC 20, touch 16, flat-footed 19 (+1 Dex, +4 natural, +5 deflection)
hp 81 (9d8+9)
Fort +3, Ref +3, Will +11
Defensive Abilities natural invisibility; Immune immunity to magic
Speed 10 ft., fly 50 ft. (perfect)
Melee 2 claws +11 (1d6+4)
Special Attacks shock 2d8
Spell-Like Abilities (CL 7th; concentration +13)
. . 9/day—summon monster
Summoner (Synthesist) Spells Known (CL 2nd; concentration +8):
. . 1st (4/day)—mage armor, magic fang, unseen servant
. . 0 (at will)—detect magic, light, mage hand, message, read magic
Str 1 (19), Dex 28 (13), Con 10 (13), Int 20, Wis 17, Cha 22
Base Atk +7; CMB +11; CMD 27 (can't be tripped)
Feats Cornugon Smash, Flyby Attack, Power Attack, Weapon Finesse
Skills Acrobatics +5 (-3 jump), Bluff +15, Diplomacy +15, Fly +21, Intimidate +18, Knowledge (arcana) +10, Knowledge (dungeoneering) +10, Knowledge (nature) +9, Knowledge (planes) +9, Perception +15, Spellcraft +17, Stealth +13 (+33 while moving or +40 while still vs. foes who can't see invisible), Use Magic Device +18
Languages Abyssal, Aklo, Common, Giant, Goblin, Undercommon
SQ eidolon link, feed on fear, fused eidolon, fused link, share spells with eidolon
Other Gear 25,000 gp
Fused Eidolon - 0/22
Summon Monster I (9/day) (Sp) - 0/9
Cornugon Smash When you damage an opponent with a Power Attack, you may make an immediate Intimidate check as a free action to attempt to demoralize your opponent.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Eidolon Link (Ex) Mental link allows communication over any distance, but share magic item slots.
Feed on Fear (Su) Any time a will-o'-wisp is within 15 feet of a dying creature or creature subject to a fear effect, it gains fast healing 5.
Flight (50 feet, Perfect) You can fly!
Flyby Attack You can take a standard action during your move action while flying.
Fused Eidolon A synthesist summons the essence of a powerful outsider to meld with his own being. The synthesist wears the eidolon like translucent, living armor. The eidolon mimics all of the synthesist's movements, and the synthesist perceives through the eidolo
Fused Link (Su) Starting at 1st level, the synthesist forms a close bond with his eidolon. Whenever the temporary hit points from his eidolon would be reduced to 0, the summoner can, as a free action, sacrifice any number of his own hit points. Each hit point sacrif
Immunity to Magic (Ex) Will-o'-wisps are immune to all spells and spell-like abilities that allow spell resistance, except magic missile and maze.
Natural Invisibility (Ex) +20/+40 stealth and +2 attack vs foes who can't see invisibility.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Share Spells with Eidolon (Ex) Your spells ignore type restrictions for Eidolon and it can recieve your personal spells.
Shock 2d8 The Will-o'-Wisp deals 2d8 electricity damage with a melee touch attack.
Summon Monster I (9/day) (Sp) Standard action summon lasts minutes, but only 1 active at a time and can't use with eidolon.
A questions for Remnant:
Cool. I won't lower my strength and end up with a negative score after my racial -9, though. :) "Help, I can't move!"
Ok, I'm making a Lesser Will-o-Wisp by dropping two HD, which includes losing one feat (Improved Initiative) and one stat point from Dex. Then I'll add two Synthesist levels and call it a day.
Edit: What do monster races do for stats? Treat their racial stats as modifiers to the standard 11/11/11/10/10/10 array and spend 25 points? Or go with them as written?
Just for reference HERE is the recruitment post that this is based on (as opposed to the idea post in the top of this thread), including the Lesser Lich option.
And Remnant beats me to it by 2 minutes.
Remnant - what level would a Will-o-wisp summoner synthesist start at? The idea is basically that his eidolon a humanoid shell around the wisp.
Well, here's a very interesting halfling witch who can heal. I love the results you can get from the background generator tables.
Born the child of Mitran clergy, he fell in with a bad crowd as a kid. He was apprenticed to a witch well known for her healing magic, but then his crowd convinced him to steal some of the offerings from his parent's church just to have the cash, and it was a short road from there to stealing and melting down some of the implements for their metal value. He was caught and turned in by his older brother Jeryl and sentenced to burning to death for Desecration. When his family hears that he's escaped, his brother is sure to set out to bring this discrace on the family back to justice.
AC 12, touch 12, flat-footed 11 (+1 Dex, +1 size)
hp 8 (1d6+2)
Fort +1, Ref +3, Will +3; +1 trait vs. divine spells, +2 vs. fear
Speed 30 ft.
Special Attacks halfling jinx, hexes (evil eye, healing)
Witch (Hedge Witch) Spells Prepared (CL 1st; concentration +5):
. . 1st—cure light wounds, forced quiet (DC 15)
. . 0 (at will)—dancing lights, detect magic, resistance
Str 10, Dex 12, Con 12, Int 18, Wis 12, Cha 14
Base Atk +0; CMB -1; CMD 10
Feats Extra Hex, Nemesis
Traits child of the streets, desecration, hatred of mitra
Skills Heal +5, Intimidate +6, Knowledge (arcana) +8, Knowledge (history) +8, Knowledge (nature) +8, Knowledge (planes) +8, Linguistics +10, Perception +3, Sense Motive +3, Sleight of Hand +6, Spellcraft +8; Racial Modifiers +2 Linguistics
Languages Abyssal, Common, Daemonic, Dwarven, Elven, Goblin, Halfling, Infernal
SQ avarice, patron spells (healing)
Other Gear 150 gp
Avarice Must gain at least 10% more treasure than allies or cannot Aid Another for 1 week
Desecration +1 trait bonus on all saving throws against divine spells.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Evil Eye -2 (7 round(s, DC 14), DC 14) (Su) Foe in 30 ft takes penalty to your choice of AC, attacks, saves, ability or skill checks (Will part).
Familiar Bonus: +2 to Reflex saves You gain the Alertness feat while your familiar is within arm's reach.
Fearless +2 racial bonus vs Fear saves.
Halfling Jinx (30 ft, At will, DC 12) (Su) Foe in 30 ft takes -1 to saves for 24 hr or until jinx again (Will neg).
Hatred of Mitra +1 damage to celestials and followers of Mitra.
Healing (1d8+1) (Su) Use cure light wounds once per day/person.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
He's got the Halfling Jinx, and will be taking feats for enhancing that and adding it to witch hexes. His familiar is a weasel, and he's got the Avarice drawback. "Ok, pay me for the healing or you don't get any more." Healing is limited to one CLW per person per day, with 0-2 extra castings (starting with 1), but that's about the same as most other first level healers could do. (Other than a Healing domain cleric, anyway)
One note: Most days, I can post at least once a day, sometimes twice. However, there are days I can't post in some or all of my campaigns. On average, I think it works out, but I am not the most prolific poster.
The hazard of not choosing to exactly duplicate a spell is that you leave the door open for the GM to twist the wish. "Teleport us all out of here" implies nothing about where you'll end up. You could, theoretically, each end up standing on your birthplace, which could be hundreds of miles from everyone else. Or, it might end up exactly doing what you want. The key is that you won't know ahead of time.
Choosing a specific spell to duplicate is a way to "safely" channel the magic of a wish, since it then follows all the rules of that spell (except for increased spell level and DC).
Sacred Summons only works with "creatures whose alignment subtype or subtypes exactly match your aura". So a silvanshee (with the good subtype) would qualify, but a Pseudodragon (which doesn't) would not.
The more specific question is whether the Celestial template adds alignment subtypes to the creatures it affects. Since there's nothing in the description of the template that says it does, it doesn't. So they aren't affected by Sacred Summons.
No problem here with that. I expect to still be interested in it at that point. :) Small favor to ask, though. Sometimes threads that don't have any activity on them for a couple of weeks drop off of focused lists. If you reach a point where you are ready for more input or ready to start a game and I'm not responding, could I ask you to shoot over a PM to prompt me to get back on the thread?
When I'm ready to post a real recruitment thread, I'll PM everyone who expressed interest in this thread. But I can certainly send you a PM when there's a new question, too.