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So I run a game with some players that are pretty good at optimizing, and they make laughable mincemeat out of the delightfully themed people in the NPC codex and elsewhere. I'm wondering if anyone knows of a product out there that is essentially a compendium of combat-optimized NPCs that will actually give well-built characters a challenge. Because, let's face it, Skill Focus (Profession Merchant) makes sense for that NPC, but it's not worth diddly when it comes to combat.
Anyone ever heard of such a thing?
So I'm aware that you cannot "make more than one attack for a given opportunity." The two issues I'm coming up with involve combat reflexes (of course) with trampling and with tiny creatures.
With tiny creatures, or creatures using the trample special ability, an attack of opportunity is triggered either for entering the opponent's space or for initiating the trample attack (which involves entering the opponent's space). Now I know that "Moving out of more than one square threatened by the same opponent in the same round doesn't count as more than one opportunity for that opponent"... but as the tiny creature or trampling creature moves from the adjacent, threatened space INTO the opponent-with-combat-reflexes' space, does that trigger two attacks of opportunity? One for moving out, and one for moving in?
It's one action, yes, and it is movement, yes, but the rules delineate between moving into and moving out of spaces, and it seems to me that a literal reading of the rules would indicate that this would grant two attacks of opportunity for someone with combat reflexes.
I am not, however, all sure of that. Does anyone have a better idea? have you dealt with this before or gotten a viable developer ruling?
So in the campaign I'm running, for various reasons that aren't relevant, the characters are in prison. For the next bit of the adventure, I'd like for them to fight their way out of prison. More specifically, there is a huge fracas in the prison that gives them an opportunity to escape, and they will have to fight their way out.
However, the group consists of two wizards (technically a wizard and a magus), and I'm wondering how, exactly, to play this. Since them being in prison is a part of the adventure that isn't their fault, I don't want to punish the wizards by saying that they don't get to participate in any of the combats for this segment (about 6 combats) because they won't have an hour to study their spellbook between when they escape their cell and get to the armory and when they break out.
To complicate the situation more, the magus actually took the Spell Scars magus arcana as his sole magus arcana (he's only gotten one so far), so while he can't prepare any and every spell, he CAN prepare enough spells to be effective, and simply breezing over the spellbook requirement for the wizard's sake will really negate much of the power that the magus purchased by getting that particular arcana, invalidating, to an extent, his choice.
So how to handle this?
Do I just give the wizards their preference of spells for the day? Or maybe what they had prepared before they got locked up? And just ignore the immersion part of that for the sake of game play?
Do I give the wizards an item of some sort, one-time use, that allows them to immediately refresh their spell selection?
Do I just let the actual wizard suffer, because wizards are powerful and this is one of the drawbacks of being a powerful class, thereby maintaining realism and immersion and allowing the Magus to benefit from his good ability selection?
Do I do something else entirely?
I appreciate any advice people are willing to give on the topic at hand that can help me come to an ideal solution. However, please refrain from topics such as "You shouldn't have done that; it was a dick move" as that isn't relevant nor constructive, nor do I agree with it. Also, due to the nature of the breakout, they can't have their spellbooks slipped to them ahead of time, and they will have few, if any, spells prepared from before they lost their spell components.
Thank you in advance for your thoughts and constructive suggestions. :)
I'm hoping someone can help me out here. I'm working on 56k dial up at the moment and trying to set up for my campaign in.....seven hours (and haven't slept yet), and after about 50 minutes of searching I've not been able to find a wondrous item that stores familiars. I could have sworn I'd seen one before. Perhaps in 3.5? I'm not referring to the Hostelling armor, but an actual wondrous item that lets you store a familiar inside so they're less likely to get damaged or murdered or eat fireball.
Does that spark a memory with anyone?
Thanks in advance!
I searched a lot for this topic but couldn't find it, due to the huge number of two weapon fighting threads. I apologize in advance if it's already been asked, and would meekly ask for a link to said thread if you have one. Otherwise,
I have two players that want to wield a weapon in their offhand, but not TWF.
The first player is a brawler, and wants to use a scizore in his offhand to gain the shield bonus, but not use it to attack. Obviously, the goal is to never attack with it so that he gets the shield bonus at all times but never suffers the penalty.
The second player is playing a swashbuckler type (fighter class), and will have a rapier in his mainhand and a whip in the other. He has Improved WhipMastery (or whatever feat allows him to cruise around), and wants to use his whip hand largely for locomotion, when applicable, but would also like to threaten with that whip.
My questions are as follows:
1) For the brawler, is this a legal use of the rules? Can he simply wear the weapon to get the bonus without using it?
2) For the swashbuckler, does "wielding" a weapon in the offhand trigger the TWF penalties, or does ATTACKING with it trigger the two weapon fighting penalties?
2b) For the fighter, he'd like to make attacks of opportunity with it. Would that trigger TWFing penalties?
2c) Again for the fighter, if he has 6 BAB, and thus two attacks, can he make a main-hand sword attack then trip with the whip without triggering TWFing penalties?
Thanks in advance for any help you can give. And please, I'm really only looking for RAW answers, not opinions on how I should rule it. I'm capable of adjudicating these myself and ruling on RAI, but I'd like to get a firm, if not perfect, grasp of the RAW aspect of all points *before* making a ruling.
Two-Weapon Fighting from the combat section:
If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon. You suffer a –6 penalty with your regular attack or attacks with your primary hand and a –10 penalty to the attack with your off hand when you fight this way. You can reduce these penalties in two ways. First, if your off-hand weapon is light, the penalties are reduced by 2 each. An unarmed strike is always considered light. Second, the Two-Weapon Fighting feat lessens the primary hand penalty by 2, and the off-hand penalty by 6.
Table: Two-weapon Fighting Penalties summarizes the interaction of all these factors.
Double Weapons: You can use a double weapon to make an extra attack with the off-hand end of the weapon as if you were fighting with two weapons. The penalties apply as if the off-hand end of the weapon was a light weapon.
Thrown Weapons: The same rules apply when you throw a weapon from each hand. Treat a dart or shuriken as a light weapon when used in this manner, and treat a bolas, javelin, net, or sling as a one-handed weapon.
Unimportant intro filled with backstory:
So the other day my players were landing spells with accuracy down to the millimeter at ranges of a thousand feet or more, and as our upcoming campaign will be a sea-faring one, where a single 3rd level wizard could likely destroy an entire ship at a fair distance, I thought it might be interesting to try out some rules for aiming with AOE spells, both to make it a little more entertaining (misses are SUCH fun, after all! :D ) and also to make it a little more realistic (otherwise wooden ships would have a very hard time surviving!).
Does anyone have any already-made houserules that allow for accuracy/inaccuracy with AOE spells at a range?
Having put some thought into it, but no playtesting, the first thing that popped to mind was something like this:
* Caster makes a ranged attack roll (could possibly be an int-based roll instead of dex?) with all applicable modifiers to target a square or grid intersection at AC 5.
Any thoughts? Any better ideas?
Thanks in advance! :D
Hello, beautiful people!
I made the mistake of offering to run a MYTHIC (tm) campaign for my players, because they wanted some fun, high level action, and I had no idea how hilariously imbalanced it is (great roleplay fun, though, absolutely hilarious)!
Long story short, Our cleric [necromancer] has decided to use the Command Undead Feat
Using foul powers of necromancy, you can command undead creatures, making them into your servants.
Prerequisites: Channel negative energy class feature.
Benefit: As a standard action, you can use one of your uses of channel negative energy to enslave undead within 30 feet. Undead receive a Will save to negate the effect. The DC for this Will save is equal to 10 + 1/2 your cleric level + your Charisma modifier. Undead that fail their saves fall under your control, obeying your commands to the best of their ability, as if under the effects of control undead. Intelligent undead receive a new saving throw each day to resist your command. You can control any number of undead, so long as their total Hit Dice do not exceed your cleric level. If you use channel energy in this way, it has no other effect (it does not heal or harm nearby creatures). If an undead creature is under the control of another creature, you must make an opposed Charisma check whenever your orders conflict.
which uses the control undead spell, NOT the command undead spell (dunno why)
Spoiler:to turn the party's vampire sorcerer into his minion! What delightful fun! The vampire minion, for some reason, dislikes this idea (not sure why; sounds amusing in the extreme to me!), and wants to know if the following spells will free him from control! Or some of them, since they might be subjected to them in combat, and the idea of him suddenly being freed and turning ont he necromancer is hideously amusing for a boss fight. But anyway!
School necromancy; Level sorcerer/wizard 7
Casting Time 1 standard action
Components V, S, M (a piece of bone and a piece of raw meat)
Range close (25 ft. + 5 ft./2 levels)
Targets up to 2 HD/level of undead creatures, no two of which can be more than 30 ft. apart
Duration 1 min./level
Saving Throw Will negates; Spell Resistance yes
This spell enables you to control undead creatures for a short period of time. You command them by voice and they understand you, no matter what language you speak. Even if vocal communication is impossible, the controlled undead do not attack you. At the end of the spell, the subjects revert to their normal behavior.
Intelligent undead creatures remember that you controlled them, and they may seek revenge after the spell's effects end.
School abjuration; Level bard 3, cleric 3, druid 4, paladin 3, sorcerer/wizard 3
Casting Time 1 standard action
Components V, S
Range medium (100 ft. + 10 ft./level)
Target or Area one spellcaster, creature, or object
Saving Throw none; Spell Resistance no
You can use dispel magic to end one ongoing spell that has been cast on a creature or object, to temporarily suppress the magical abilities of a magic item, or to counter another spellcaster's spell. A dispelled spell ends as if its duration had expired. Some spells, as detailed in their descriptions, can't be defeated by dispel magic. Dispel magic can dispel (but not counter) spell-like effects just as it does spells. The effect of a spell with an instantaneous duration can't be dispelled, because the magical effect is already over before the dispel magic can take effect.
You choose to use dispel magic in one of two ways: a targeted dispel or a counterspell.
Targeted Dispel: One object, creature, or spell is the target of the dispel magic spell. You make one dispel check (1d20 + your caster level) and compare that to the spell with highest caster level (DC = 11 + the spell's caster level). If successful, that spell ends. If not, compare the same result to the spell with the next highest caster level. Repeat this process until you have dispelled one spell affecting the target, or you have failed to dispel every spell.
For example, a 7th-level caster casts dispel magic, targeting a creature affected by stoneskin (caster level 12th) and fly (caster level 6th). The caster level check results in a 19. This check is not high enough to end the stoneskin (which would have required a 23 or higher), but it is high enough to end the fly (which only required a 17). Had the dispel check resulted in a 23 or higher, the stoneskin would have been dispelled, leaving the fly intact. Had the dispel check been a 16 or less, no spells would have been affected.
You can also use a targeted dispel to specifically end one spell affecting the target or one spell affecting an area (such as a wall of fire). You must name the specific spell effect to be targeted in this way. If your caster level check is equal to or higher than the DC of that spell, it ends. No other spells or effects on the target are dispelled if your check is not high enough to end the targeted effect.
If you target an object or creature that is the effect of an ongoing spell (such as a monster summoned by summon monster), you make a dispel check to end the spell that conjured the object or creature.
If the object that you target is a magic item, you make a dispel check against the item's caster level (DC = 11 + the item's caster level). If you succeed, all the item's magical properties are suppressed for 1d4 rounds, after which the item recovers its magical properties. A suppressed item becomes nonmagical for the duration of the effect. An interdimensional opening (such as a bag of holding) is temporarily closed. A magic item's physical properties are unchanged: A suppressed magic sword is still a sword (a masterwork sword, in fact). Artifacts and deities are unaffected by mortal magic such as this.
You automatically succeed on your dispel check against any spell that you cast yourself.
Counterspell: When dispel magic is used in this way, the spell targets a spellcaster and is cast as a counterspell. Unlike a true counterspell, however, dispel magic may not work; you must make a dispel check to counter the other spellcaster's spell.
School abjuration; Level cleric 8, sorcerer/wizard 6
Casting Time 1 standard action
Components V, S, M/DF (pinch of powdered iron or iron filings)
Range 10 ft.
Area 10-ft.-radius emanation, centered on you
Duration 10 min./level (D)
Saving Throw none; Spell Resistance see text
An invisible barrier surrounds you and moves with you. The space within this barrier is impervious to most magical effects, including spells, spell-like abilities, and supernatural abilities. Likewise, it prevents the functioning of any magic items or spells within its confines.
An antimagic field suppresses any spell or magical effect used within, brought into, or cast into the area, but does not dispel it. Time spent within an antimagic field counts against the suppressed spell's duration.
Summoned creatures of any type wink out if they enter an antimagic field. They reappear in the same spot once the field goes away. Time spent winked out counts normally against the duration of the conjuration that is maintaining the creature. If you cast antimagic field in an area occupied by a summoned creature that has spell resistance, you must make a caster level check (1d20 + caster level) against the creature's spell resistance to make it wink out. (The effects of instantaneous conjurations are not affected by an antimagic field because the conjuration itself is no longer in effect, only its result.)
A normal creature can enter the area, as can normal missiles. Furthermore, while a magic sword does not function magically within the area, it is still a sword (and a masterwork sword at that). The spell has no effect on golems and other constructs that are imbued with magic during their creation process and are thereafter self-supporting (unless they have been summoned, in which case they are treated like any other summoned creatures). Elementals, undead, and outsiders are likewise unaffected unless summoned. These creatures' spell-like or supernatural abilities may be temporarily nullified by the field. Dispel magic does not remove the field.
Two or more antimagic fields sharing any of the same space have no effect on each other. Certain spells, such as wall of force, prismatic sphere, and prismatic wall, remain unaffected by antimagic field. Artifacts and deities are unaffected by mortal magic such as this.
Should a creature be larger than the area enclosed by the barrier, any part of it that lies outside the barrier is unaffected by the field.
School abjuration; Level sorcerer/wizard 9
Casting Time 1 standard action
Range close (25 ft. + 5 ft./2 levels)
Area all magical effects and magic items within a 40-ft.-radius burst, or one magic item (see text)
Duration 1 minute/level
Saving Throw Will negates (object); Spell Resistance no
All magical effects and magic items within the radius of the spell, except for those that you carry or touch, are disjoined. That is, spells and spell-like effects are unraveled and destroyed completely (ending the effect as a dispel magic spell does), and each permanent magic item must make a successful Will save or be turned into a normal item for the duration of this spell. An item in a creature's possession uses its own Will save bonus or its possessor's Will save bonus, whichever is higher. If an item's saving throw results in a natural 1 on the die, the item is destroyed instead of being suppressed.
You also have a 1% chance per caster level of destroying an antimagic field. If the antimagic field survives the disjunction, no items within it are disjoined.
You can also use this spell to target a single item. The item gets a Will save at a –5 penalty to avoid being permanently destroyed. Even artifacts are subject to mage's disjunction, though there is only a 1% chance per caster level of actually affecting such powerful items. If successful, the artifact's power unravels, and it is destroyed (with no save). If an artifact is destroyed, you must make a DC 25 Will save or permanently lose all spellcasting abilities. These abilities cannot be recovered by mortal magic, not even miracle or wish. Destroying artifacts is a dangerous business, and it is 95% likely to attract the attention of some powerful being who has an interest in or connection with the device.
I'd love some RAW answers on this, if any are to be found! Opinions I have a-plenty, so those are less useful to me, sadly. I want to make a fair ruling based on the RAW, not on opinion, since this is a dispute between two players. Rule interpretations are fine, but I've posed the same question in a different advice/suggestions forum, so that isn't quite as needed!
And the potential dickishness of the necromancer in question is completely immaterial to this question, so don't worry about that! All that is solved in house! :D
Thanks so much, you all rock! :D
Anyone know the duration on this ability? I'll assume that since it's unstated it's set to a "default," but I don't know what that default is.
Blinding Blaze (Su) A mythic fire elemental can expend one use of mythic power as a swift action to burn brightly, granting it a blinding gaze attack. This gaze causes permanent blindness and has a range of 60 feet. A creature that succeeds at a DC 22 Fortitude save is instead dazzled for 1 round. Fire elementals are immune to this blindness. The save DC is Constitution-based.
So my group recently went into a dungeon that was staffed by quite a few succubi, and discovered that suggestion is dangerous. Despite this, they decided that preparing multiple dispel magics for the day wasn't really a good idea and continued onward. To be fair, the succubi's caster level compared to their CR is...surprising, and it would be hard for them to remove said suggestions anyway, but, well, sucks to not be a demon, I guess.
I ended up allowing them to use the aid another action to grant another party member an additional chance at a saving throw with a penalty, which I'm not regretting, because it sort of coddles them for not bothering to prepare dispel magics.
What do you guys think about using aid another in this manner? Do you ever do something similar? Good idea/bad idea, why?
So I'm not a terribly big fan of nonlethal damage. I just don't really like it. So I've been trying to develop or find an alternative to it that works a little better.
Does anyone have any ideas or suggestions on things they've done/tried/thought up that could make nonlethal damage better? Or even just different, if you like how it is now?
I'm making a cavalier and am having some issues with the banner ability.
"The banner must be at least Small or larger and must be carried or displayed by the cavalier or his mount to function. "
In my mind, a banner is a large and cumbersome thing, generally the sole duty of a single solider in a group (not good at battalion/division and all that), so it seems like I would have to actually WIELD this banner to gain its effects, but if that's the case, this ability is horrid, since, well, I lose a shield or my ability to two hand my lance or any number of other things. Mechanically, however, the ability seems to imply that you could, I suppose, have a banner pole attached to your saddle. Or something. I'm not really sure.
Can anyone tell me with certainty how this ability works mechanically?
Also, can anyone tell or show me how one would have a banner attached to them without "wielding" it with a hand or more?
I have a player that's currently forced, for the sake of the group, to be a healer, and it's not really a job he relishes, so he made a battle cleric, but put a fair amount of his character building into healing for the group's sake. As a result, his ability to "battle" isn't terribly great, so I'm allowing him a homebrew item that will make it a bit better.
I'm hoping you guys can help me out a bit on the pricing of the item, and even the design if you have some better ideas.
As a swift action, this +1 gauntlet can be commanded to take on the form of any other light, one-handed, or two-handed melee weapon. When in the form of another weapon, the gauntlet takes on the base damage, critical threat range, and other special weapon properties (such as reach, brace, finesse, et cetera) of the new weapon, and the weapon itself is considered to be held in a locked gauntlet for the purposes of a CMD checks relating to disarm.
As a swift action, the wielder may sacrifice one usage of channel energy to grant himself a bonus on damage rolls equal to the number of dice he rolls when using this channel energy ability. This bonus lasts until the start of his next turn. This damage is doubled against undead opponents, but is not doubled on a successful critical hit.
As a swift action, the wielder may cast any one paladin or cleric spell currently prepared by sacrificing a number of uses of lay on hands equal to level of the spell being cast, or a number of uses of channel energy equal to half the level of the spell being cast (round up). This spell have the wielder as at least one of its targets to be cast in this way.
I would need each part of the ability priced separately, since the item is going to be upgraded in a lesser/regular/greater version or something along those lines as the character levels up.
+1 : 2000 gold
Thanks in advance for any help anyone gives. I appreciate it. :)
We just had a combat where the greatsword barbarian was grappled and was unable to use his two-handed weapon. He wanted to use the greatsword as a large longsword so that he could still attack with it.
I'm aware of the following rules:
Weapon Size: Every weapon has a size category. This designation indicates the size of the creature for which the weapon was designed.
A weapon's size category isn't the same as its size as an object. Instead, a weapon's size category is keyed to the size of the intended wielder. In general, a light weapon is an object two size categories smaller than the wielder, a one-handed weapon is an object one size category smaller than the wielder, and a two-handed weapon is an object of the same size category as the wielder.
Inappropriately Sized Weapons: A creature can't make optimum use of a weapon that isn't properly sized for it. A cumulative –2 penalty applies on attack rolls for each size category of difference between the size of its intended wielder and the size of its actual wielder. If the creature isn't proficient with the weapon, a –4 nonproficiency penalty also applies.
The measure of how much effort it takes to use a weapon (whether the weapon is designated as a light, one-handed, or two-handed weapon for a particular wielder) is altered by one step for each size category of difference between the wielder's size and the size of the creature for which the weapon was designed. For example, a Small creature would wield a Medium one-handed weapon as a two-handed weapon. If a weapon's designation would be changed to something other than light, one-handed, or two-handed by this alteration, the creature can't wield the weapon at all.
What I'd essentially like to know is whether a player may arbitrarily choose to treat his weapon as a different size category, and, if he does, what penalties he takes to do so.
Thank you. :)
When you've been playing for a long time, as I'm sure many of you have, it's really easy to archive things into your brain as rules that aren't rules. I've apparently done this when it comes to holy symbols. I was under the impression that cleric casting and supernatural abilities required a holy symbol, period, all across the board.
When I threw my PCs in a prison last session and they were prepared to very easily escape via teleportation via their cleric, I reminded the cleric he couldn't because he didn't have his holy symbol. Which lead to a debate and my realization that that assumption of mine is totally unfounded in fact.
My question to everyone is, how do you handle cleric casting, and, specifically, supernatural abilities such as channel energy or domain abilities? Do you require the holy symbol or not, and why?
My issue is situations like a prison. Even a relatively low level cleric can laugh at all manner of restraints if he has access to teleportation (leaving moral implications aside), and this ruins a lot of plot hooks.
Looking for some advice from fellow DMs on lazy players.
What do you all do, or have you done, to mitigate or prevent players being lazy and not having their characters ready before session? I have players coming into a session and spending the first hour or three making, updating, or leveling their character. It happens a lot, sadly, for various reasons, but is worst when we start a new adventure, level up, or have a new character come in. last time we arrived at 4pm and didn't start play 'til 8:30, then ended at 10.
TLDR: Does anyone have/know of any good/easy *betting* rules for spectators of arena-based combat?
Really Long; Still Want to Read:
The Gladitorial Arena is a common and enjoyable trope for all fantasy games, and adjudicating its combats is fairly easy with knowledge of the combat system.
Adjudicating the betting system is not so easy, especially for someone like me that has fairly little knowledge of real world gambling.
I'm looking for some rules, preferably simplistic, but I can cope with complicated if necessary, on PCs placing bets on gladiator matches. Has anyone seen rules like this in a source? Does anyone with gambling knowledge want to try their hand at it? I would like to see something that DOESN'T involve a skill check, ideally. Simply having the PCs roll a gather information check takes all the risk out of it. Ideally, I'd like for it to be as realistic as possible ("I put 200 gold on Gorzax the Destroyer to down The Ripper in the second 30 seconds of the match, at 2:1 odds!", etc).
This came up recently in our game, and the text is a little unclear. I'm wondering if anyone could shed some light on this.
Holding the Charge: If you don't discharge the spell in the round when you cast the spell, you can hold the charge indefinitely. You can continue to make touch attacks round after round. If you touch anything or anyone while holding a charge, even unintentionally, the spell discharges. If you cast another spell, the touch spell dissipates.
My reading of this text is that, to touch your six friends, you would need to cast the spell as a standard action, then touch them all next round as a full round action. I'm not even sure you could move while doing this. One of my players linked some other text that I can't now seem to find that leaned it a little differently, though.
Can anyone shed some light on how, exactly, this situation should work?
I'm trying to add a bit more flavor into our game, and since my PCs are in an underground campaign at the moment, I figured I'd give them a chance to kill and skin a... "NotDisplacer Beast," which is a totally custom monster that doesn't violate ANY copyright rules or anything like that.
I'm wondering what you all think some of this notdisplacer beast hide should be worth with the below stats.
Thanks, and cheers,
NotDisplacer Beast Hide
This rare hide is found only from NotDisplacer Beasts, cunning and vicious predators that stalk the lightless undergruond caverns of the world. A single large Notdisplacer beast provides enough hide to make a single suit of leather, studded leather, or hide armor, provided it is skinned properly (DC 20 Craft (Armor, Leatherworking, Skinning) or similar check). NotDisplacer beast hide seems to shimmer slightly when viewed in different types of light, but it has no benefit if not enchanted. For each point of armor enhancement a suit of armor is given, that armor also grants its wearer 10% concealment, stacking up to a maximum of 50%. In addition, it grants a +2 bonus on stealth checks for each point of enhancement bonus the armor has. A single Displacer Beast hide is worth ??? gold.
Quick question on Inquisitor judgements that came up in our group the other week.
Can a fourth level inquisitor have two judgements active simultaneously? Not *activate* them simultaneously, but *have them active* simultaneously. As in, first round, he swift actions to activate the first, then does the same thing for a second one the next round.
On the same vein, could an eighth level inquisitor then have four active by doing the same thing?
There was some contention on this between two of my players recently, and, upon a reading of the ability, it does not state that you can only have one active at a time, as do many other abilities. However, having only one instance of an ability active at a time seems to somewhat be the default, but without a definitive reading of the situation I'm disinclined to rule against the player, especially since he is using all of his daily uses of the ability in just one fight (and I usually enforce four fights a day).
Please and thank you. :)
Judgment (Su): Starting at 1st level, an inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made.
At 1st level, an inquisitor can use this ability once per day. At 4th level and every three levels thereafter, the inquisitor can use this ability one additional time per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The inquisitor must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again.
So this is my first time DMing using Pathfinder's experience system. Overall, it's significantly... less complicated than the old WOTC one, but there are a few things I'm fuzzy on.
I just gave my PCs a CR 3 encounter of three small fire elementals. The problem is, if I consider this a CR 3 (from three CR 1s), according to the table, they get 800 experience. If I use this XP budget stuff the PRD is talking about, they get 1200 (each CR 1 is worth 400 XP). FURTHERMORE, according to ANOTHER table, I should be treating the encounter as a CR 4 (3 creatures is equal to CR +3), giving them either 1600 xp or 1200 XP. Good gosh.
Which the heck method is the right one for this? I must have an inherent misunderstanding of this ruleset.
I'm wondering how everyone else handles animal companions.
Previously, we've always just let the player with the animal companion more or less control the critter, moving it around on the map and deciding when it should attack, that sort of thing. It's always been the responsibility of the player.
But recently I was rereading the druid section for a new player making their first real character, and noticed the notes about handle animal. So apparently you literally have to HANDLE ANIMAL on the critter to get it to do stuff. But even in Society play I've never seen this done.
So I'm curious, how do the rest of you handle this?
And how do you handle an increase to the animal's intelligence score? That's usually what we do in our groups. Any time the druid or ranger's pet gets an ability score boost, it goes into intellect. Moving out of the "animal intelligence" threshold and into the "human intelligence" threshold gives a much better bonus than a simple +1 to attack rolls, but I'm wondering if anyone else thinks it should come with... added benefits (or is aware that that should happen). It was pointed out to me recently, for example, that the increase makes the creature sentient, so it should be able to improve as a normal animal (or better) rather than just an animal companion. Any thoughts on that?
I'm taking a look at the Race Builder rules of the Advanced Race Guide and finding it... questionable. Some of the point values seem well and truly skewed. Why, for example, would I take the Skilled racial trait when I could simply bump from +2 to any stat to +2 to any two stats and save three points?
Conversely, things like Paragon are friggin' horrible. +4 for a -6? That's great, if you want to be an easily dominated, one-dimensional DM-pancake.
I'm also surprised at the rather steep value of skills. Or rather, the unweighted value of skills. Good skills (like perception) seem like they should be worth, well, considerably more than skills like Profession, but there's no distinction....
For those of you that have used it (or those that have refused to), what experiences have you had with it?
So my group found the Gloves of Dueling, arguably a must for, well, every single fighter. Ever. But a RAW reading of the gloves does not allow their bonus to apply to fighter archetypes.
Any thoughts on this? Do you guys generally allow it? Disallow it? Never noticed it before? Just play summoners?
Polearm Training (Ex): At 5th level, a polearm master gains a +1 bonus on attack and damage rolls with spears and polearms. The bonus increases by +1 for every four levels beyond 5th. This ability replaces weapon training 1.
Singleton (Ex): At 5th level, a free hand fighter gains a +1 bonus on attack and damage rolls when wielding a melee weapon in one hand and leaving his other hand free. This bonus increases by +1 per six levels after 5th. This ability replaces weapon training 1 and 4.
Crossbow Expert (Ex): At 5th level, a crossbowman gains a +1 bonus on attack and damage rolls with crossbows. This bonus increases by +1 per four levels after 5th. This ability replaces weapon training 1.
Gloves of Dueling
Aura faint transmutation; CL 5th
Slot hands; Price 15,000 gp; Weight —
These supple leather gloves grant the wearer gains a +4 bonus to his CMD against disarm attacks, attempts to sunder his wielded weapons, and effects that cause him to lose his grip on his weapons (such as grease). The wearer doesn't drop held weapons when panicked or stunned. If the wearer has the weapon training class feature and is using an appropriate weapon, his weapon training bonus increases by +2.
First off, I'd like to state that the purpose of this thread is not to bash Golarion or Paizo, so let's please avoid that topic. Thanks! :)
That said, I'm looking for some assistance. I recently agreed to take over as DM for my group, but my life is... busy right now, and I honestly don't have time to make my own adventures, something I very much prefer to do when running games in my world. Which means I have to use modules. Now, I don't mind running modules, generally. I've run and been in some very fun modules, and there's nothing wrong with them. What I really, really, *really* dislike is the world of Golarion. I hate it, in fact. A lot. So running Pathfinder modules is... difficult, because I have to change so much in them that I may as well be making my own adventure.
So I'm wondering, do any of you fine, well-schooled gentleman (and ladies) know of any good-to-decent modules out there? We're starting out at level 4 (but I do so love challenges, so level 5 modules would totally be alright ;) ), so specific suggestions in that area would be wonderful, though a more general suggestion of a generalized resource might be even better.
Oh, and, one of my jerky-jerk little players likes to read modules for fun! So he's read ALL of the levels 1-5 modules that Paizo has published. Of course he has.
Oh, and, also, more generic settings/modules are preferred, but not a must. If it's not too terribly inclusive like in Golarion, I can edit stuff out pretty easily.
~Brogue the Rogue
P.S. Will pay in shamrocks.
Simple question, I think.
I've got a cleric at 12th level. He wants to use a scroll of Holy Word. The effects of the scroll are highly dependent upon caster level. When using it (assuming I make the required caster level check), do I use my caster level of 12 for the effects, or the required caster level of 15 to use the scroll?
We recently had a discussion in my group about the merits of the straight +X weapons bypassing different types of damage reduction. Our DM actually hadn't even been aware of the fact that they did so, and was very surprised when it recently came up in our campaign.
I'm just wondering what other people think about the rule. Do you like it? Do you dislike it? I'm personally not sure. I like that it makes weapon special abilities less common, since it makes straight enhancement bonuses significantly better. Granted, they were already better, and now they're much better. It also cheapens the value of special material weapons, and gives players a significant boost over monsters in terms of bypassing Damage Reduction (assuming that hasn't already been worked in monsters' stats, which I'm assuming it hasn't).
So, any thoughts on the subject? I'd love to hear more opinions on this. I'm not sure if I, personally, like or dislike it, so I'd like to get some new perspectives.
Hi, all. I just wanted to get some advice on the feat Quick Channel. It seems like a feat of very . . . questionable value.
My cleric just turned ninth level and I can't decide what feat to take. I play him as a support/healer (pretty soon just healer, since a bard will be joining the group). Currently I have Cosmopolitan, Extra Channel, Selective Channel, and Craft Wondrous Items. The sorcerer in the group has Craft Ring and Craft Rod, so there's no reason for me to pick those up. I'm also a dwarf and worship Desna,with the luck and travel domains, if that matters.
I'm not entirely certain I want to use a feat slot to expend my channel energies more quickly, and even if I had this ability it's not something I'd use often (basically only when the group's barbarian takes a real beating, since I keep shield other on him), but it would make our survival more guaranteed. And, other than Scribe Scroll, I just don't know what feat to take, heh.
(In terms of difficulty, we play a pretty tough game. Dying is likely, so combat healing is a necessity. Most combats I spend the first round or two buffing, and every round after that healing or removing debuffs in some fashion.)
So, any thoughts? Is this feat worth it? Not worth it? A total waste of time?
Thanks for your time and input. :)
A friend of mine is running an Oracle and having a bit of a problem with the Life Oracle's Energy Body ability. Specifically, we're unsure as to how many times per round the ability can be triggered, and the text is not explicit.
Does anyone have an official ruling or a RAW breakdown on how the ability should work so he can give it to his DM? For ease of assistance, I've quoted the relevant text below.
Energy Body (Su): As a standard action, you can transform your body into pure life energy, resembling a golden-white fire elemental. In this form, you gain the elemental subtype and give off a warm, welcoming light that increases the light level within 10 feet by one step, up to normal light. Any undead creature striking you with its body or a handheld weapon deals normal damage, but at the same time the attacker takes 1d6 points of positive energy damage + 1 point per oracle level. Creatures wielding melee weapons with reach are not subject to this damage if they attack you. If you grapple or attack an undead creature using unarmed strikes or natural weapons, you may deal this damage in place of the normal damage for the attack. Once per round, if you pass through a living allied creature's square or the ally passes through your square, it heals 1d6 hit points + 1 per oracle level. You may use this ability to heal yourself as a move action. You choose whether or not to heal a creature when it passes through your space. You may return to your normal form as a free action. You may remain in energy body form for a number of rounds per day equal to your oracle level.
I was rolling up an Archivist today when I noticed that the Loremaster ability that archivists get is considerably weaker than the one that normal bards get.
Does anyone know if this is intentional? It seems odd, since being able to make knowledge checks is, well, rather important for an archivist . . .
Also, does anyone know if Paizo ever clarified how taking 10 and taking 20 works for this ability? I rather wish they'd phrased it differently, heh . . .
Does Soothing Performance prevent the reanimation of a bloody skeleton that has been reduced to zero hit points?
The music effect is a little strange, to me. It takes a spell that's typically target-limited and applies it to all creatures within 30 feet, but they have to hear and see the caster. If the skeletons are currently "dead" I guess that would mean it doesn't affect them?
I'm a bit confused on how the bard's Loremaster ability works. The bard in my group has been using it frequently, which I don't have a problem, but I find the wording of the ability a little ambiguous. I tried scouring a previous thread on this same issue, but it rather veered off in a different direction than what I'm looking for.
Lore Master (Ex): At 5th level, the bard becomes a master of lore and can take 10 on any Knowledge skill check that he has ranks in. A bard can choose not to take 10 and can instead roll normally.
From what I can tell, a RAW reading of this ability says it does . . . absolutely nothing (other than the take 20 part I didn't link). Unlike some class abilities, such as the rogue's Skill Mastery talent, it does not explicitly state that it allows the character to take 10 in a situation where "stress and distraction would otherwise prevent him from doing so." It simply allows the bard to take ten, in general . . . but everyone can already do this. So what's the point of this ability?
Was it the intention of the writers to allow the bard to take ten even in combat?
And a second question, can you "take 10" reactively? That is, can you take when you, say, come up to an old castle and the DM asks you to make an Architecture and Engineering check? Or can you only take 10 when you, the player, are actively using the skill?
One of my players, an 11th level bard, recently stumbled across an interesting combination of abilities. As a move action, he uses his bardic music to create a Dirge of Doom effect, then follows with a single standard action to intimidate any creature that can see and hear him within 30 feet. As a bard, his intimidate is spectacular, virtually guaranteeing success, and ending with a creature that's frightened. My question is, are we playing this properly, allowing the two fear effects to stack? Dirge of Doom states that it can't cause a creature to become frightened, so my player's line of thinking was that the Dirge made him shakened, and the intimidate made him frightened. Is that right? Or does that particular clause of a fear effect mean that that fear effect doesn't stack with any others?
Thanks in advance if you have an idea. :)
A player of mine wanted to get an oathbow, but we weren't sure about this clause: "After an enemy has been sworn, the bow is treated as only a masterwork weapon against all foes other than the sworn enemy, and the archer takes a –1 penalty on attack rolls with any weapon other than the oathbow. These bonuses and penalties last for 7 days or until the sworn enemy is slain or destroyed by the wielder of the oathbow, whichever comes first."
Basic question is, does the oathbow's wielder have to slay the target, or can anyone?
What price would you put on this item? Having a hard time pricing it, myself.
Bedroll of the Restful Sleep
The bedroll is useable once per day, however, once per week the person sleeping in it can take a particularly refreshing nap, awakening after a mere 2 hours of sleep fully rested, and as if he had been affected by a Heal spell.
Does the original save against the poison (when you're first stung by the wyvern or hit by the assassin's poisoned dagger) completely negate the poison, or simply count as one of several necessary saves?
Black Lotus Extract
Type poison, contact; Save Fortitude DC 20
Onset 1 minute; Frequency 1/round for 6 rounds
Effect 1d6 Con damage; Cure 2 consecutive saves
Would you need to save twice in a row if hit by this, even if your first save is successful, or would the very first save completely negate the poison in your system?
"The subject becomes paralyzed and freezes in place. It is aware and breathes normally but cannot take any actions, even speech. Each round on its turn, the subject may attempt a new saving throw to end the effect. This is a full-round action that does not provoke attacks of opportunity"
The wonderful requirement that this spell has of making it a full round action to break the affects has always given me nothing but grief in terms of how gimmicky, exploitable, and annoying it is. To me, it's always seemed to be an unnecessary addendum. I'd like to keep the spell's power where it is without making it so gimmicky. Has anyone ever come up with a way to do just that as a houserule?
I'm making a Rogue (Thug) 10 as an antagonist for my PCs to fight against. For skills, he has Persuasive, Skill Focus, Intimidating Prowess, and Shatter Defenses. With a Charisma of 13 and 15 strength, this gives him a +25 bonus to Intimidate checks. Obviously, he'll be using intimidate to demoralize his opponents. With the Frightening ability and a good roll, he can potentially Frighten an opponent rather than making them shaken.
My question is thus. Aesthetically, how do you envision someone attacking you in such a way that it makes you run away in a panic, despite your training or personality? A seasoned, veteran dwarven warrior of 10th level would be virtually guaranteed to be frightened by this guy . . . and I just don't envision this happening.
I like this idea, and want to use it against my PCs, but I want to settle it, aesthetically, in my own mind first. So anyone have any ideas?
There was a feat back in 3.5, I forget exactly where, that allowed you to add your shield bonus to armor class to your touch armor class in addition to its normal benefits. I was going to move this feat over to our pathfinder campaign because I rather like it, but I noticed there's an APG (I think?) feat that added base shield bonus to touch AC and to CMD, along with another bonus.
I'm wondering if it would be balanced to allow the previous shield ward feat as it's written, applying your full shield bonus to touch AC only?
Looking for some advice on this subject. My group and I are starting up a new campaign arc with fresh characters, and the issue of crafting magical items has come up, as it often does. I don't usually have an issue with someone crafting magical items because the experience loss from them is usually at least a decent balance in terms of power lost/power gained. However, I did just find out that it now costs NO experience to craft magical items.
My experience in the game has shown me that allowing characters to have significantly more gear than their level would normally allow does increase their power substantially. I don't really want to actively prevent them from making items, assuming it makes sense for their character to be doing it, but, to be honest, I see zero reason why any character would ever not be making magical items, from a mechanical standpoint, at least.
So what do you all think about crafting magical items? How has it worked in your campaigns? Was there any significant imbalance? Did it turn out fine? Should Rust Monsters and Black Puddings become my world's most common dangers? -_-
Anyone know if this ten feet of movement is exempt from attacks of opportunity? Reading it, it seems like it isn't, but that just seems odd considering how Step Up worked.
Step Up: Whenever an adjacent foe attempts to take a 5-foot step away from you, you may also make a 5-foot step as an immediate action . . .
Following Step: When using the Step Up feat to follow an adjacent foe, you may move up to 10 feet. . . .
Trying to find the answer to this in light of it coming up at a recent session. Do you count the extra movement cost for difficult terrain while moving into it or moving out? And where is this stated? All I could find is that moving "through" difficult terrain costs double movement, which seems somewhat vague to me.
Hi, all, I'm trying to find out what kind of action it is to use my cleric domain ability, specifically, the Liberation and Divine Presence abilities (Liberation and Glory domains, respectively).
Now, I know it's a standard action to activate . . . but what is it to maintain? Is it a standard action to activate, then it stays on until I turn it off? Does it take a standard action each round to activate/maintain?
The relative text:
Liberation (Su): You have the ability to ignore impediments to your mobility. For a number of rounds per day equal to your cleric level, you can move normally regardless of magical effects that impede movement, as if you were affected by freedom of movement. This effect occurs automatically as soon as it applies. These rounds do not need to be consecutive.
Divine Presence (Su): At 8th level, you can emit a 30-foot aura of divine presence for a number of rounds per day equal to your cleric level. All allies within this aura are treated as if under the effects of a sanctuary spell with a DC equal to 10 + 1/2 your cleric level + your Wisdom modifier. These rounds do not need to be consecutive. Activating this ability is a standard action. If an ally leaves the area or makes an attack, the effect ends for that ally. If you make an attack, the effect ends for you and your allies.
Thanks a bunch to anyone that can help.
P.S. Game is in an hour and a half. xD