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Ckorik's page

Pathfinder Adventure Path Subscriber. Pathfinder Society Member. 715 posts. 1 review. No lists. No wishlists. 2 Pathfinder Society characters.


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Pathfinder Adventure Path Subscriber

A ranger with favored enemy goblins and giants will outshine almost any other melee you bring to the table with the exception of a barbarian - and if they focus on archery they'll outdo the barb in many encounters.

In my game (mid way through book 3) our ranger makes the wizard look like a chump - the ranger is a 100% unoptimized and the wizard is a vet that plans things out.

Heck the ranger did this with a single magic item up to book 3.

I think you vastly are underestimating what a ranger can do. I hope your wizard has use magic device to backup the bard. The ranger can use divine wands and scrolls fyi without a check - so really you all need to back each other up with that stuff.

I'll admit - I think if you try to 'push' someone into a role they don't want - it just makes the game unfun for them - so I'm biased on your actions here - if you feel the party needs a different role why don't you provide it? I will say the AP can be done without a wizard.


Pathfinder Adventure Path Subscriber

Teleport Trap

It's from the Inner Sea world guide. Make a save - if you fail you are put in a special prison - if you succeed your spell doesn't work.


Pathfinder Adventure Path Subscriber

Heh - well there is always trying to make a deal with one of the wings...

And a really desperate party could always try dumping someone in the runewell to see what happens...

I mean... nothing in the book anyway but I can think of a dozen things I could have fun doing to...*cough* for my party... :)


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Pathfinder Adventure Path Subscriber
bookrat wrote:
LazarX wrote:
Kalindlara wrote:
So if one archetype replaces inspire courage, and another replaces dirge of doom, are they an invalid combination (since both are types of bardic performance)?
Yes. Both are acting on the same class feature. which is bardic performance. Bardic performance is a single class feature which matures over the levels of bardic class advancement. Each single performnce is not a separate class feature.

This is exactly opposite of what the FAQ says:

Quote:
In general, if a class feature grants multiple subfeatures, it’s OK to take two archetypes that only change two separate subfeatures. This includes two bard archetypes that alter or replace different bardic performances (even though bardic performance is technically a single class feature) or two fighter archetypes that replace the weapon training gained at different levels (sometimes referred to as “weapon training I, II, III, or IV”) even though those all fall under the class feature weapon training.
Additionally, individual skills can be considered subfeatures of Class Skills, so an archetype that changes out diplomacy for intimidate would be compatible with another archetype that changes handle animal for heal. However, neither of those would be compatible with the archetype that completely changed out the skill load out or the archetype that adds new class skills to the list.

I'm going to be honest here. You are correct, your example is spot on and well written.

It made my head hurt. As much as I love this game and try to play it the right way I think I need to fall back into the James Jacobs camp of treating the rules a bit more liberally to focus on the fun.


Pathfinder Adventure Path Subscriber
Grellik wrote:

Gotta ask, what's Omar's hatchet syndrome? Google failed me on this one. :P

(and, Bandw2, I don't understand what you mean by soft collisions)

I assume he means things that alter the same abilities in different ways that don't (mechanically) conflict, such as the Magus archtype question earlier in the thread.

Hard collisions would be things that modify the same abilities in a way that mechanically just wouldn't work - which makes 'not compatible' a default result. Soft collisions are the cases where nothing directly contradicts and thus many people assume that they work together. I have to wonder how this affects monk archtypes.


Pathfinder Adventure Path Subscriber

Have to chime in to disagree with this answer - it would have been better to just say 'NO FAQ needed' than add wording to a non-answer that makes the rule in question 100% worse than it already is. I'm a GM and a player - and as both I find the wording to this response shudder inducing.

And yes - I have played in a game where *no one* would climb *anything* because checks were called - no take 10. The result was we'd abandon the adventure if we had to climb something. That's what this ruling will do to PFS (I really feel for them) and will ruin many players experiences at tables due to GM's who don't understand the difference between 'drama' and 'boring bogged down dice rolling'.

Case in point - look at the search area discussions about making players roll 300 times to search a room. *groan*


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Pathfinder Adventure Path Subscriber
Ckorik wrote:
James Jacobs wrote:
Kalindlara wrote:
Axial wrote:
I remember when Wrath of the Righteous was coming out there was a deluge of demon-related content. There doesn't seem to be whole lot of devil-related supplements coming out besides Hell Unleashed.

They're definitely biased in demons' favor, and I've never quite gotten why. Each race has a major supporter (James Jacobs and F. Wesley Schneider, respectively), but devils and their realm always seem like they're neglected. sigh

I'm just disappointed that we don't seem to be getting a Cheliax book. The Player's Companion wasn't enough. Cheliax is one of the central and most influential nations of the Inner Sea, and we know virtually nothing about it compared to others. Osirion got a book. Irrisen got a book. Andoran is getting a book. I don't get it...

/rant

^_^

Please be prepared to revisit this thread in a few weeks. AKA: Have patience. ;-)
Based on this I'm calling an AP that focuses on devils, and possibly makes a trip to hell.

Back to this - called it. :)


Pathfinder Adventure Path Subscriber

Well (REDACTED) is usually what you get when either government is publishing information or lawyers are publishing something while protecting secrets.

It's government more often than not - are there any governments in the inner sea that have a set of spys that would operate like the NSA/CIA and edit official statements?

Talador comes to mind...


Pathfinder Adventure Path Subscriber
Anubis2406 wrote:


Nualia was buffed. she used her suprise round for activating the Sihedrone amulett (false life).

Yeah I consider that a buff - the sanctuary I wouldn't. It's a personal thing but my general rule of thumb is if they are listed as 'having x buff' I just give it to them - with rare exceptions buffing during combat for the NPCs is pretty much suicide.


Pathfinder Adventure Path Subscriber
James Jacobs wrote:

It's not about goblins.

And a good example of why I have to be super concise and careful about the words I say on topics like these. Because [REDACTED], obviously.

Note that he didn't say it wasn't about catfolk...

Catfolk AP based in the River Kingdoms - confirmed!


Pathfinder Adventure Path Subscriber

Oh yeah - honestly unless you find it really something you can't swallow - start your bad guys off buffed up. You'll never get to swing at the players if they spend the first 'x' rounds buffing. At the very least in this case she was warned and should have had time to buff up.


Pathfinder Adventure Path Subscriber
Anubis2406 wrote:


what should I do?
Quote:

my party (lvl 4) went to thistletop last time. it consists of:

- human dual-wielding rapier ranger
- human vanilla bard
- elf evocation wizard
- halfling vanilla rogue
- dwarf Angradd cleric with greataxe

I'm going to guess that your cleric is more of a martial character - so first up increase all hit points by 50%.

75HP Nualia = 99 HP Nualia

Quote:
we use the crit deck, so he made 4x damage and 2 STR damage. rolled 69! damage to 75HP Nulia

Don't use the crit deck - or if you do accept that a single crit will take out your bad guys almost every time. At the same time the bad guys will end up taking a player out eventually for the same reason - I'm not saying the crit deck isn't fun - it is - but you gotta accept the swings if you use it without complaint.

That being said remember that players can't move through an enemy without an acrobatics check - failure means they can't make the move - the fight with Nualia has the ability to use the tight hallway to her advantage - I'd use that if possible to keep the players from surrounding her. (well the moment is over now but...)


Pathfinder Adventure Path Subscriber
Dragon78 wrote:
It's not just Varisia that I am tired of, I also do not like demons/devils or any of there lords or gods. I wish they made Pazuzu a deity(CN or N) and not a demon lord. I really wish they made Dagon an old one instead of a demon lord as well. I am much, much, much, more interested in the Distant Worlds, Arcadia, Tian Xia, Garund, Sarusan, Vudra, and Azlant. I am really interested in Hermea and wouldn't mind seeing APs for Kyonin, Five Kings Mountains, Jalmeray, Absalom, Nex, Mana Waste, Land of the Linnorm Kings, Realm of the Mammoth Lords, or the Sodden Lands. Even though it is in/around Varisia, I am curious about Peridot Isle.

Well make the changes then - Demon lords are worshiped and have deity-ish powers. Who is to say the actual difference is that the demon lords are bound by a separate pact - and the biggest difference between them and other deities is the pact of non-intervention?

That brings up a nice progression for how a deity can die for your world fyi - and explains Aroden's death neatly. If the only functional difference between the 'no-stats' and 'stats' version is that the rest of the gods take away the penumbra of power that they share to protect themselves - it also explains why so many are willing to stay un-involved directly.

As to Dagon - you know it's entirely possible that his demon lord incarnation is just an avatar of the old one. :) Run with it that's what makes the game so awesome is that you can take cool ideas like that and make them your own.


Pathfinder Adventure Path Subscriber
Odraude wrote:

Well, the devil related stuff is probably because of Hell's Rebels AP coming out

This quote was pulled from the 'fall 2015 product schedule' thread. They already have the Hell's Rebels AP parts 1-3 listed. The Hell's Rebels AP which has been said to:

* have devils in it but not be focused on them

* Also not be about bringing down Cheliax but instead be about starting a rebellion in a remote holding.

So Based on the fact that the AP was already in the publishing calendar - and that JJ has said here we need to wait '2 weeks' for the next AP name to come out - and in the quote I listed " in a few weeks." I'm not convinced that it's(the answer being about the rebels ap) the same thing. Remember we are looking for clues about the next AP - which are for sure only going to be in statements where they can say things that have a double meaning. Just my 2 cents.

*edit* - and also note that 'a few weeks' isn't going to reveal much new info about "hell's rebels" - the giantslayer AP runs through summer so it's too far away for the *start* of the rebels AP - and we already have a bunch of info about the rebels AP - so it seems odd if JJ was alluding to that with his answer - this was a very recent quote


Pathfinder Adventure Path Subscriber
James Jacobs wrote:
Kalindlara wrote:
Axial wrote:
I remember when Wrath of the Righteous was coming out there was a deluge of demon-related content. There doesn't seem to be whole lot of devil-related supplements coming out besides Hell Unleashed.

They're definitely biased in demons' favor, and I've never quite gotten why. Each race has a major supporter (James Jacobs and F. Wesley Schneider, respectively), but devils and their realm always seem like they're neglected. sigh

I'm just disappointed that we don't seem to be getting a Cheliax book. The Player's Companion wasn't enough. Cheliax is one of the central and most influential nations of the Inner Sea, and we know virtually nothing about it compared to others. Osirion got a book. Irrisen got a book. Andoran is getting a book. I don't get it...

/rant

^_^

Please be prepared to revisit this thread in a few weeks. AKA: Have patience. ;-)

Based on this I'm calling an AP that focuses on devils, and possibly makes a trip to hell.


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Pathfinder Adventure Path Subscriber

As a follow up all these changes assume you will keep the party at parity with the levels suggested in the adventure - many people who use experience points find that a larger party will start to lag behind due to the extra split, and that as they move forward they don't need to adjust things at all.

This (IMO) is dangerous in the mid levels (7-10) because there are very definite break points within the system where monsters scale based on the expected jump in powers that characters get. If you do adjust encounters using this guide I suggest adding exp to compensate for the increase in difficulty to keep your party on track, or just using level milestones as printed in the AP. Just my two cents.


Pathfinder Adventure Path Subscriber
Callum wrote:
Ckorik wrote:
For each full arcane over one add mooks that = to the APL of the party. Tailor this to the encounter but in general you want extra foes on the battlefield.
Sorry, Ckorik, but what exactly do you mean by this? I'm not quite sure how many mooks you're suggesting adding here, or what CR they should be.

The AP is written and balanced for 4 players - 1 of those a full arcane caster with 9 spell levels and full spell progression.

Look at your party - if they have more than 1 full caster then for each encounter you need to add:

1 creature equal to the average level of the party *or*
multiple creatures that add up to the average level of the party.

Done. Example:

Example party has 1 paladin, 1 oracle, 1 slayer (doing the rogue thing), a sorcerer and a wizard. All the roles are filled, and we have an extra caster so add mooks to each encounter - how many? Enough to = the average level of the party when you figure out the CR - in this example don't change hit points, DC's or saves, while the slayer is a better melee damage dealer than a rogue the extra monsters should be enough. As stated above I'd wait until the party was at least level 3 before making adjustments as at low levels the balance is so hair thin and everyone is so weak that it's very easy to cause a TPK.


Pathfinder Adventure Path Subscriber

I love that you are working with a willing player on this ;)

There are two sides to this (IMO) - Mechanically - and conceptual role playing.

Mechanically if the paladin does *anything* that breaks the code they fall - that is they loose all paladin powers - this is as simple as telling a lie, or as complicated as doing something morally grey. In a mechanical sense the paladin can pay for an atonement spell - follow the directions given and be back to good graces. This is all how the rules work with a bit of 'gm factor' in how much they feel the paladin should suffer - it works much like confession in a Catholic church with a cost in gold for the character.

Conceptually if you and your player are on the same page to make it epic you have 'the sky is the limit' really. Many people gm the paladin as having physical qualities that denote the favor of their god (many people don't also but from your post it seemed you do). In that case I suggest continuing down that road and having the paladin powers flicker/not work correctly as they continue to transgress. Smite suddenly not working after the first hit, detect evil 'flickering' - if they are high enough level to be immune to disease perhaps have him catch a nasty cold.

If you do it this way I suggest skipping the atonement spell (although you could roleplay that up as well) for a more personal encounter with their deities herald - but only after he asks for forgiveness. Depending on the level you might go with a lower level servant - but this could make for a huge character moment - the Paladin should get a quest - I would say as he does the quest and if he stays true to the code he should get his powers back slowly (with smite being the last to return).

If he is going full anti-paladin play it up - but I think conceptually he has to be a full paladin to make that choice - the forces of chaos don't want a failed champion - they want a servant of justice that they can get to turn - to that end if he's starting to exhibit those traits it would be totally appropriate to have demons attempting to use whatever flaws he's displaying against him with offers of power, or easy ways to achieve his goals if he just offers them his services. I would say those offers would start small - for instance 'If you let me live I will help you during your next battle' type of things which isn't a outright violation of the code, but starts the path down a full on deal to be a champion of chaos... Perhaps with the last deal being a choice to die an ignoble death, or save thousands of innocents by willing damming themselves - lots of potential for good stories there....


Pathfinder Adventure Path Subscriber
lemeres wrote:
tonyz wrote:
Note that for an NPC the pegasus doesn't have to be part of the wealth-by-level, or even a cohort from Leadership; it could be another NPC allied with the first. Give the thing a few extra HD, or some extra fighter levels, and some protective magical gear.

Particularly true because a Pegasus is a creature with average intelligence that can understand a language.

Leadership is a feat meant to give the player a limited form of the power that GMs have constantly and in an unlimited format. It is a mechanical sacrifice of resources in order to force an NPC into following your commands. But GM do not need to make that sacrifice, and they can just have their NPCs work together for whatever reasons at no expense.

There might be a need for an animal companion, if this wasn't a fully intelligent creature. You can use handle animal as a free action with an animal companion. But since the Pegasus is fully intelligent, then there is no need for that mechanic.

You can do that - however leadership lets you take this as your *bonded* mount - if you wish to use the nifty synergy that (say a Cavalier) gets with the bonded mount you should take leadership.

That being said - it's an NPC - feel free to break rules to make it a neat bad guy.


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Pathfinder Adventure Path Subscriber

I cancelled my pawns and role playing subs.

I think the AP is still a good value at the cost for the book and pdf. The other two aren't.

A PDF for the pawns line is something I thought I would use and honestly - I don't - not once. I can get the line cheaper from other sources - even buying from my FLGS is cheaper with local sales tax among the highest in the nation - because Paizo charges so much for shipping.

For the Role Playing line - I can get the book cheaper than the sub price through amazon and as a prime member I get free 2 day shipping. What this means is if I add the shipping cost Paizo charged me for my last book into the cost - I could have bought the book from Amazon and gotten the 9.99 PDF from here and paid almost 20% less than I was charged from Paizo.

That's not a value under any circumstances for me - I already considered all this into my subs - and I was 'ok' with paying a slightly bit more than I would pay any where else because I am supporting the company - but there is a tipping point and with the incredible prices of the shipping costs I can't keep it up. I think the value of being a subscriber needs a shot in the arm somewhere - and I'm sure there are things that could be added to make the extra cost worth it - but as it stands for these two lines I do not think the PDF add on is enough to justify the extra cost. That being said I'm not upset or outraged - price increases happen - I just wanted to take a moment and explain my decision to give Paizo a bit of marketing information. If they can push the perceived value of these two lines up it would make me re-evaluate.


Pathfinder Adventure Path Subscriber

ROFL awesome - in the spirit of the thing.....

Overheard while wandering through the festival...

"Flood - oh good lord the ocean won't flood - but could you imagine the kinds of horrors a flood would wash up on the shore?" followed by riotous laughter...

---

A mother scolding her child "Don't you run off alone - you know there are monsters waiting to put you on their dinner table as a centerpiece..."

---

The first night in the tavern a somber song is playing - the name is 'Dawn never came, ware the Wendigo's game"

---

Found on the ground after the goblin raid... A single black arrow broken in half.

---

After the glassworks - cries of "Dragon!" - followed by mild panic when an elderly man starts laughing and someone else says "It's just a kite!" - a pair of young boys from the Academy are found snickering and promptly whipped by the headmaster for the trouble...

---

Another tavern song played somewhere before the party leaves Magnimar...
"The Nymph and her lover" a tale about a romance doomed by fate...

---


Pathfinder Adventure Path Subscriber

Here ya go...

Big Bad:

Spoiler:

Pegasus riding big bad CR 8
XP 4,800
Male human cavalier (beast rider) 8/Guardian 2 (Pathfinder RPG Advanced Player's Guide 32, Pathfinder RPG Ultimate Combat 36)
NE Medium humanoid (human)
Init +3; Senses Perception +2
--------------------
Defense
--------------------
AC 21, touch 11, flat-footed 20 (+10 armor, +1 Dex)
hp 82 (8d10+34)
Fort +10, Ref +5, Will +5
Defensive Abilities hard to kill
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee +1 shock ironwood lance +14/+9 (1d8+8/×3 plus 1d6 electricity) or
. . mwk light flail +14/+9 (1d8+5) or
. . mwk longsword +14/+9 (1d8+5/19-20)
Special Attacks banner +2, cavalier's charge, challenge 3/day (+8 damage, mount gains +3 to hit while cavalier threatens), mythic power (7/day, surge +1d6), tactician 2/day (Ferocious Loyalty, 7 rds)
--------------------
Statistics
--------------------
Str 20, Dex 12, Con 14, Int 10, Wis 8, Cha 14
Base Atk +8; CMB +13; CMD 24
Feats Death From Below, Ferocious Loyalty, Heavy Armor Proficiency, Iron Will, Leadership, Mounted Combat[M], Overwhelm, Power Attack
Skills Acrobatics -5 (-9 to jump), Bluff +13, Climb +3, Handle Animal +13 (+17 to force this mount into an Unnatural Aura.), Intimidate +10, Knowledge (history) +1, Knowledge (nature) +5, Knowledge (nobility) +2, Perception +2, Ride +6 (+10 to force this mount into an Unnatural Aura.), Sense Motive +3, Survival +3 (+7 to follow tracks)
Languages Common
SQ amazing initiative, beast's skills, mount (roc (charger) named Roc renamed Pegasus), order of the beast, wild empathy +10, wild mount shape (8 hours)
Combat Gear potion of cure moderate wounds (3), potion of gaseous form, potion of haste; Other Gear full plate, heavy steel shield, +1 shock ironwood lance, mwk light flail, mwk longsword, cloak of resistance +2, ring of feather falling, backpack, bedroll, belt pouch, bit and bridle, feed (per day) (5), flint and steel, hemp rope (50 ft.), mess kit, pot, riding saddle, saddlebags, soap, torch (10), trail rations (5), waterskin
--------------------
Special Abilities
--------------------
Absorb Blow (10 damage) (Su) As an imm action, use 1 power when dam to absorb listed amount to gain epic DR and Resist.
Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Animal Companion Link (Ex) You have a link with your Animal Companion.
Banner +2/+1 (Ex) Allies who can see your banner gain +2 save vs. fear & +1 to hit while charging.
Beast's Challenge +8 (3/day) (Ex) +8 to damage target, -2 AC vs. others when used, mount gains +3 to hit bonus while cavalier threatens target.
Beast's Skills +4 +4 to follow tracks.
Cavalier's Charge (Ex) Mounted charge grants +4 to hit and -0 AC rather than +2/-2.
Death from Below +2 to att vs flying foes if set against a charge or making an AoO.
Fast Healing 5 (Ex) Spend 1 power to gain fast healing 5 for 1 minute
Ferocious Loyalty +1 morale bonus vs. foe threatened by ally with this feat.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Leadership (Base Score 10) You attract loyal companions and devoted followers.
Mounted Combat [Mythic] As an immediate action, use 1 power to substitute a Ride check for Mount's Ref save.
Mythic Power (7/day, Surge +1d6) Use this power to perform your mythic abilities.
Overwhelm Flank if another with this feat threatens a foe, and that foe is 2+ sizes larger than both of you.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Ring of feather falling Feather fall activates if you fall more than 5 ft.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Tactician (Ferocious Loyalty, 7 rds, 2/day) (Ex) Grant the use of your teamwork feats to all allies in 30 ft.
Wild Empathy +10 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Wild Mount Shape (beast shape II, 1/day) (Su) Mount can shapeshift into different creatures

--------------------

Mount:

Spoiler:

Roc renamed Pegasus
Roc (charger) (Pathfinder RPG Bestiary)
N Large animal
Init +5; Senses low-light vision; Perception +5
--------------------
Defense
--------------------
AC 26, touch 14, flat-footed 21 (+5 Dex, +12 natural, -1 size)
hp 49 (+14)
Fort +6, Ref +10, Will +3; +4 morale bonus vs. fear and emotion effects.
Immune fatigue
--------------------
Offense
--------------------
Speed 50 ft., fly 80 ft. (average)
Melee 2 claws +5 (1d6+3), bite +10 (2d6+6)
Space 10 ft.; Reach 10 ft.
--------------------
Statistics
--------------------
Str 22, Dex 20, Con 13, Int 2, Wis 13, Cha 11
Base Atk +5; CMB +12 (+16 grapple); CMD 27
Feats Endurance, Improved Natural Attack (bite), Power Attack, Toughness, Valiant Steed
Tricks Attack, Attack, Attack Any Target, Bombard, Combat Riding, Come, Defend, Down, Guard, Heel, Menace
Skills Acrobatics +9 (+17 to jump), Fly +9, Intimidate +5, Perception +5
SQ attack any target, barding training, bombard, combat riding, indefatigable, menace, mounted challenge
Other Gear horseshoes of speed
--------------------
Special Abilities
--------------------
Attack Any Target [Trick] The animal will attack any creature on command.
Barding Training 1 Worn armor -1 check penalty, +1 max DEX.
Bombard [Trick] Drops item on designated point or opponent.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Flight (80 feet, Average) You can fly!
Grab: Talon (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Immunity to Fatigue You are immune to the fatigued condition.
Indefatigable (Ex) At 6th level, a charger becomes immune to fatigue. This ability replaces devotion.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Menace [Trick] Attempts to keep creature from moving.
Mounted Challenge +4 +4 to damage target, +1 AC vs. others when used
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Valiant Steed +4 vs fear/emotion effects & to push you into unnatural aura. Wounds don't increase push DC.

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Pathfinder Adventure Path Subscriber

Here ya go...

Big Bad:

Spoiler:

Pegasus riding big bad CR 8
XP 4,800
Male human cavalier (beast rider) 8/Guardian 2 (Pathfinder RPG Advanced Player's Guide 32, Pathfinder RPG Ultimate Combat 36)
NE Medium humanoid (human)
Init +3; Senses Perception +2
--------------------
Defense
--------------------
AC 21, touch 11, flat-footed 20 (+10 armor, +1 Dex)
hp 82 (8d10+34)
Fort +10, Ref +5, Will +5
Defensive Abilities hard to kill
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee +1 shock ironwood lance +14/+9 (1d8+8/×3 plus 1d6 electricity) or
. . mwk light flail +14/+9 (1d8+5) or
. . mwk longsword +14/+9 (1d8+5/19-20)
Special Attacks banner +2, cavalier's charge, challenge 3/day (+8 damage, mount gains +3 to hit while cavalier threatens), mythic power (7/day, surge +1d6), tactician 2/day (Ferocious Loyalty, 7 rds)
--------------------
Statistics
--------------------
Str 20, Dex 12, Con 14, Int 10, Wis 8, Cha 14
Base Atk +8; CMB +13; CMD 24
Feats Death From Below, Ferocious Loyalty, Heavy Armor Proficiency, Iron Will, Leadership, Mounted Combat[M], Overwhelm, Power Attack
Skills Acrobatics -5 (-9 to jump), Bluff +13, Climb +3, Handle Animal +13 (+17 to force this mount into an Unnatural Aura.), Intimidate +10, Knowledge (history) +1, Knowledge (nature) +5, Knowledge (nobility) +2, Perception +2, Ride +6 (+10 to force this mount into an Unnatural Aura.), Sense Motive +3, Survival +3 (+7 to follow tracks)
Languages Common
SQ amazing initiative, beast's skills, mount (roc (charger) named Roc renamed Pegasus), order of the beast, wild empathy +10, wild mount shape (8 hours)
Combat Gear potion of cure moderate wounds (3), potion of gaseous form, potion of haste; Other Gear full plate, heavy steel shield, +1 shock ironwood lance, mwk light flail, mwk longsword, cloak of resistance +2, ring of feather falling, backpack, bedroll, belt pouch, bit and bridle, feed (per day) (5), flint and steel, hemp rope (50 ft.), mess kit, pot, riding saddle, saddlebags, soap, torch (10), trail rations (5), waterskin
--------------------
Special Abilities
--------------------
Absorb Blow (10 damage) (Su) As an imm action, use 1 power when dam to absorb listed amount to gain epic DR and Resist.
Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Animal Companion Link (Ex) You have a link with your Animal Companion.
Banner +2/+1 (Ex) Allies who can see your banner gain +2 save vs. fear & +1 to hit while charging.
Beast's Challenge +8 (3/day) (Ex) +8 to damage target, -2 AC vs. others when used, mount gains +3 to hit bonus while cavalier threatens target.
Beast's Skills +4 +4 to follow tracks.
Cavalier's Charge (Ex) Mounted charge grants +4 to hit and -0 AC rather than +2/-2.
Death from Below +2 to att vs flying foes if set against a charge or making an AoO.
Fast Healing 5 (Ex) Spend 1 power to gain fast healing 5 for 1 minute
Ferocious Loyalty +1 morale bonus vs. foe threatened by ally with this feat.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Leadership (Base Score 10) You attract loyal companions and devoted followers.
Mounted Combat [Mythic] As an immediate action, use 1 power to substitute a Ride check for Mount's Ref save.
Mythic Power (7/day, Surge +1d6) Use this power to perform your mythic abilities.
Overwhelm Flank if another with this feat threatens a foe, and that foe is 2+ sizes larger than both of you.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Ring of feather falling Feather fall activates if you fall more than 5 ft.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Tactician (Ferocious Loyalty, 7 rds, 2/day) (Ex) Grant the use of your teamwork feats to all allies in 30 ft.
Wild Empathy +10 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Wild Mount Shape (beast shape II, 1/day) (Su) Mount can shapeshift into different creatures

--------------------

Mount:

Spoiler:

Roc renamed Pegasus
Roc (charger) (Pathfinder RPG Bestiary)
N Large animal
Init +5; Senses low-light vision; Perception +5
--------------------
Defense
--------------------
AC 26, touch 14, flat-footed 21 (+5 Dex, +12 natural, -1 size)
hp 49 (+14)
Fort +6, Ref +10, Will +3; +4 morale bonus vs. fear and emotion effects.
Immune fatigue
--------------------
Offense
--------------------
Speed 50 ft., fly 80 ft. (average)
Melee 2 claws +5 (1d6+3), bite +10 (2d6+6)
Space 10 ft.; Reach 10 ft.
--------------------
Statistics
--------------------
Str 22, Dex 20, Con 13, Int 2, Wis 13, Cha 11
Base Atk +5; CMB +12 (+16 grapple); CMD 27
Feats Endurance, Improved Natural Attack (bite), Power Attack, Toughness, Valiant Steed
Tricks Attack, Attack, Attack Any Target, Bombard, Combat Riding, Come, Defend, Down, Guard, Heel, Menace
Skills Acrobatics +9 (+17 to jump), Fly +9, Intimidate +5, Perception +5
SQ attack any target, barding training, bombard, combat riding, indefatigable, menace, mounted challenge
Other Gear horseshoes of speed
--------------------
Special Abilities
--------------------
Attack Any Target [Trick] The animal will attack any creature on command.
Barding Training 1 Worn armor -1 check penalty, +1 max DEX.
Bombard [Trick] Drops item on designated point or opponent.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Flight (80 feet, Average) You can fly!
Grab: Talon (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Immunity to Fatigue You are immune to the fatigued condition.
Indefatigable (Ex) At 6th level, a charger becomes immune to fatigue. This ability replaces devotion.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Menace [Trick] Attempts to keep creature from moving.
Mounted Challenge +4 +4 to damage target, +1 AC vs. others when used
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Valiant Steed +4 vs fear/emotion effects & to push you into unnatural aura. Wounds don't increase push DC.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.


Pathfinder Adventure Path Subscriber
thejeff wrote:
Ckorik wrote:


Does the ability to disable a trap let the rogue disable at range?

I say no - because doing so is a class feature of Arcane Trickster - without a way to mask his alignment (unless he's evil) the rogue can't disable the trap in the spoiler without setting it off.

Of course you could make the same assumption about that as about Trapspotter. The Trickster could disarm it from 30' from the detection area, not just 30' from the sensor/trap source.

A normal trapfinder using Disable would have to be at the detection area to do so. That's part of whatever the trapfinding gives you that lets you disable magic traps. Remember that without that class feature, you can't do it, regardless of how high your Disable Device is.

See that is where I disagree - the class feature of the arcane trickster is the ability to disable a trap at range - While I am on board with the ability to know there is a trap at the 'trigger' range - I don't think I am willing to make a class feature worthless for one class just because another one has it.

There are ways to get past the trigger (nondetection, change aura type spells etc.) and without a ranged disable option I think that the rogue would need to rely on other methods to get past without activation to disarm.

I'm just not on board with a disarm from the trigger location for a magical trap - I was leaning that way from the previous discussion until it dawned on me that it was a class feature in the CRB for another class (prestige mind you but still). Honestly I can see both sides of the coin ... and... no I'm going to have to mull it over and see what my group thinks about the entire thing. This may be in fact a good FAQ question honestly.


Pathfinder Adventure Path Subscriber
bookrat wrote:


A rational person would understand that the trigger is a part of the trap, not separate from it, and therefore the rogue can use Trap Spotter to locate it.

As a cop once asked me - define rational ... (hint - his answer was that's the most objective statement you can make as there is no definition that two people ever agree on - thus a horrible argument to make).

I didn't understand the trigger was part of the trap (on a magical trap anyway) - it makes perfect sense if it's a mechanical trap but for magical traps you have to ignore *common sense* and go back to 'the way the rules work'.

That (to me) is the opposite of rational (rational being 'without rules you would expect a sight based trap to not be detectable from range, it's only when you apply rules that break reality to make a *game* where it happens'.) I can accept that explanation but the trap rules don't really give you clear cut examples which would help.

There is another trap in MM where you need to fly up a shaft - a trap based on location casts disable magic as you go by. The fun part about that is without perfect flying there is a very large chance the rogue will get a 'oh by the way you are about to go into a trap' with no way to stop. (what is the DC to come to a dead stop with flight?). The point I was making is that this isn't 'an imaginary scenario' there are traps out there where reading them it makes it very difficult to figure out how a rogue can disarm the trap without setting it off.

In this case - ok so the rogue can spot the trap outside the 'sight' range - at 40 feet - lets agree on that for the moment to ask the next question:

Does the ability to disable a trap let the rogue disable at range?

I say no - because doing so is a class feature of Arcane Trickster - without a way to mask his alignment (unless he's evil) the rogue can't disable the trap in the spoiler without setting it off.


Pathfinder Adventure Path Subscriber
thejeff wrote:
LazarX wrote:
Ughbash wrote:

Trap Spotter gives you an active check passively.

It was made to stop people doing move 5' check for traps.

You get within 10', and yo uahve trap spotter you get "an immediate perception check to NOTICE the trap".

I capitalized NOTICE because it does not say SPOT the trap it says notice. So SIGHT is not required. You could hear the slight change in the sound of your footsteps as you get close to a pressure plate. You could smell the magic in the air of the subtle alarm spell.

You come within 10' you get an ACTIVE perception roll for free. You may not know you had that roll (if you fail) but you get an ACTIVE perception roll free.

Re-read the OP. His trap is essentially designed to negate the rogue's trap spotting ability because it's a trap that can react to the rogue before he can get into range to spot it.

It also negates normal perception checks, or at least the around the corner version does.

Which is why you don't do that. Or you don't interpret the rules in such a way as to make that happen.

Throw a couple such traps at players and they'll go back to the old ways of describing elaborate procedures to check for traps at every corner or other case where they might not be able to detect it using the mechanics. Great fun if you want to go back there, but there are reasons the game moved away from it.

What does this do to the trap's CR, btw? Do you calculate it based on the theoretical DC of detecting and disabling it, even though it's not actually possible to do so? There's no CR modifier for "undetectable".

Here is a published trap that falls into that category:

Spoiler:

Trap: The statue of *name* bears a powerful curse that
represents with the *name* disdain for those who
would dare to unite against him. The statue automatically
targets and attempts to curse any nonevil creature that comes
within 30 feet of it.

*names* CURSE CR 13
XP 25,600
Type magic; Perception DC 34; Disable Device DC 34
EFFECTS
Trigger visual (detect evil); Reset automatic (1 day)
Effect *named* curse (see above; Will DC 22 negates);
multiple targets (all nonevil creatures within 30 feet)

(names removed to avoid any issues - I tried to only use text that was relevant to the discussion at hand - this is from Mummies Mask #5)

So there you have it - not a corner case - not 'theoretical' - not 'something no one would ever design' - but in fact an actual published trap.

How does Mr. Rogue actually get within 10 feet of it for his trap spotter to go off - when the range that it activates at is 30 feet.


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Pathfinder Adventure Path Subscriber
captain yesterday wrote:
Do you know how much that costs, roughly:-)

http://www.lulu.com/create/books

Perfect bound 100 page 8.5 x 11 full color paperback = $20.15

Hardcover is $33.15

So... roughly the same price as the AP volume on it's own?


Pathfinder Adventure Path Subscriber
LazarX wrote:
thejeff wrote:

Is it? The original description was "A magical trap at the far end of the hallway detects your presence".

That doesn't say anything about "passively sensing" or about how it detects the presence. Why doesn't "magical field" fit just as well, especially as it lets the actual Perception and Disable rules work?

If you look at the original description, it's basically an attempt by RD to put in a trap that could not be detected by approaching the corner. By his description the trap isn't triggered by a cord, or pressure plate or any physical switch, it's caused by someone getting to within sensing range of the trap.

He did not provide a trap build that would do this, as he was asking one of his hypotheticals. My response is that such a trap would need to be able to sense a presence in order to launch it's attack. Since there is no field at the intersection, there's nothing in line of sense to spot until it's literally too late.

This is about as "corner" a case as you can get.

To be fair I recall at least one trap in Mummies Mask who's trigger was 'sight' - it was a magical trap.


Pathfinder Adventure Path Subscriber
Philo Pharynx wrote:

As a general rule, GM's that routinely neutralize character abilities are pricks. Every once in a while is okay, but when you make people feel, "Why did I bother choosing that?", you're doing it wrong.

Right - out of dozens upon dozens of adventures I've read through (published by Paizo) I honestly can only remember two that seemed impossible to rule the rogue could disarm it before it went off. That's out of dozens and dozens of traps - I honestly cringe at the kind of history people must have with GM's that make them think the GM is out to screw them over all the time. When I'm running the game I want my players to feel badass - it's a tight rope to walk sometimes, ensuring that stuff isn't a walk through the park but fair. The entire point of the story is at the end, to have the players be big heroes and at the same time not make them feel like we could have skipped to the end and gone out for pizza.


Pathfinder Adventure Path Subscriber
DM_Blake wrote:


Oh really? As opposed to all the millions of trap builders throughout all the centuries in which Golarion has had traps, magic, and trap builders, the only one, the ONLY ONE who knows what he is doing is the ONE guy who builds traps like RavingDork suggested?

Just saying - I have come across one like the symbol (party is teleported into a room with a symbol trap - activation is line of sight - does the rogue get a chance to deactivate it?) and I'm pretty sure I've seen at least one other that was like the hypotheticals used.

Both were very high level material, and for the life of me I can't recall the exact book they were in (different books) - but they stood out because they were among the highest DC traps I'd seen in Pathfinder. Again not every trap out there would be like this - simply because an effective trap is usually something you know how to avoid yourself, otherwise you run the risk of activating it. I do think it's OK to think about the rules and how traps interact, and I think it's ok to have a bit of variety as well.


Pathfinder Adventure Path Subscriber

Hrmmm - I am going to think about this for a bit - it really boils down to the neutered down nature of pathfinder traps. Although this thread has helped me understand how they operate a bit. So there is that - outside of the hypothetical RAW debate here - I won't be rolling for traps that a rogue has no physical access to though - RAW aside that will be my own GM 'some common sense prevails' rules ;)

That being said the 'activates with line of sight' and such spell type traps have always bothered me on how the rogue is supposed to disable them - so I have to think about how that is supposed to work (read: description) in my games - it makes sense that the rogue should get a chance to disable any trap honestly - but how they move 60 feet down the hallway to disable the trap is what bothers me.

On a related subject - haunts seem to be the 'fix' for traps in that they don't automatically detect with trap spotter. They seem to be used in two ways really - as traps, and as ways to impart history to the players in a neat way.


Pathfinder Adventure Path Subscriber
B. A. Robards-Debardot wrote:

Some quotes from the PRD (bolded for emphasis):

So lets make the situation much simpler...

5 feet behind the door is a chair - on which is a symbol spell.

Assume: The rogue is high enough level to automatically find the trap through the door.

So the rogue detects the trap through the door.

Can he now disable it? RAW it looks like yes... I'm not sure how I feel about that but I wanted to make sure we are on the same page.

Second - how about detecting the same symbol trap from the other side of a wall - when the two rooms are not connected. Based on perception and the rogue it looks like it's 100% RAW the rogue should be able to detect and disarm a trap from another room.

Also This means I need to start checking the trap finder for traps above and below the rogue on different levels of the house/dungeon he's in.


Pathfinder Adventure Path Subscriber
Kudaku wrote:

I think ruling that the trap trigger is part of the trap, and so allow the rogue to benefit from Trap Spotter before triggering the trap, is a reasonable call.

If a rogue can spot a trap without having line of sight to it (such as the store bell mentioned earlier or a flechette-loaded shotgun pointed at a door, triggered by a tripwire attached to the door with gum) is in my opinion a more interesting question.

Ok... that seems to be the popular opinion - so lets say for game mechanics reasons a rogue can always get his 10' check - regardless of the elaboration of the trap. Lets also say that this is off the trigger location and that location should include the maximum distance at which the trap can trigger for magical traps. (points to the description of the magical trap up above - that was nice). So - using these 'hard rules' we know the rogue always gets the trap spotter roll.

The question is now - because it's perception based how do we apply modifiers?


  • Does the magical trap at the end of a 60' hallway (trigger:sight) around the corner get modifiers for total concealment and distance? Do we just use the standard perception DC on the trap?

  • How about the trap behind the door - does that one get total concealment?

  • Here is my final 'this can be weird' question:

  • Does the rogue on side 1 of a wall - get a roll for the trap 5 feet away on side two - even though the room is not connected to said hallway other than the wall? What modifiers (if any) should apply to this roll?


Pathfinder Adventure Path Subscriber
Cavall wrote:

Traps have triggers. Triggers are part of a trap. Trap spotter would spot the trigger.

Could you build a trap where they don't know the trigger is there until it's too late? Sure. But that seems less story building than GM masturbation.

You could just as easily ask "can I drop them into an encounter 7 levels above them". Yes. But then it comes down to the same question. Are your players adventurers or victims?

So yeah, build a trap that does damage with no way of letting a Character that specifically bought ways to prevent traps actually getting to use his investments. Just don't be shocked when you're playing with yourself soon after.

Wow that's like out of the park taking things to extremes - if you are in a death dungeon designed and marketed to the players as 'bring 5 characters each tonight - it's a gauntlet' - yes then I'd expect to have elaborate setups every trap. Outside of that if 99% of every trap you hit is auto-found (because the trap spotter is a secret GM roll) without you even looking for it then no I won't feel really upset if 1% of them are *really* well designed and might be unavoidable. My trust as a player says that outside of said death dungeon the GM isn't going to make unavoidable traps 'death' traps.

So chill on the freak out - it's not unreasonable to think that traps once in a while are not possible to detect until they go off - and that's still debatable which is why we are having the conversation anyway.


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Pathfinder Adventure Path Subscriber

If plants are your theme - honestly the *best* thing to do is sit down with your GM and ask - 'can I take spell x and turn it into a plant spell?'

The very simplest form of 'homebrew' possible is to take existing spells and reflavor them to fit a theme.

Fireball? No it's burst of thorns (same range/save/damage)

Cone of cold? No it's cone of caustic sap (same range/save/damage)

The only problem a reflavor does is change resists - but if you really want your spells to be around the theme of natural only - it should give the GM more than enough room to work with the resist issue. I realize that's not *exactly* what you had in mind - but it's what I would start with. The second option I'd consider is working existing plant spells and making new ones for higher level. I will note this post should prove one thing - nature magic needs more offensive options ;)


Pathfinder Adventure Path Subscriber

Hey James - for those of us not able to afford a trip to the land of coffee and rain.... any chance we could get a recording of a session you GM at?

I'm just saying - as a GM myself I'd love to see you in action.


Pathfinder Adventure Path Subscriber
Skull wrote:

I see a lot of people are still unhappy about the price of the AoMF, was anyone expecting that to be fixed in unchained?

I read earlier that Tongue of the Sun and Moon becomes available earlier. When is that? (I have always liked the idea behind the ability, but it came into play way too late.)

It's not the price.

It's the fact that it can't go above +5. It's the fact that it takes a neck slot. Price only comes into play if you want to make it something other than an amulet.

After building a new monk - The thing that stuck out to me (besides the low ki pool) - was the fact that without either barkskin... or ki leech the new monk is going to struggle... (IMO).

I think giving either of those abilities for free to the monk would open things up.


Pathfinder Adventure Path Subscriber

From a weapon standpoint - new monk is 100% better than old monk.

I still say that the easiest way to fix the monk is to just put handwraps in the game - same cost to enchant as a weapon, only one weapon - modifies all 'unarmed strikes' - and doesn't stack with amulet of mighty fists or bodywraps.

Fixed. Use your unarmed damage with normal weapon enchants. (but OMG now the monk has a money advantage) - yep - so what - honestly so does a crafter (by a much wider margin) that can be the monks 'niche'. Depending on the build you are going for weapons will still be better (and for duel wielding you can put +10 enchants on each weapon including some nice buffs) but this simple change makes monks competitive.


Pathfinder Adventure Path Subscriber

I open adobe - click the options I want for the player map - then select - 'take a snapshot'

I then go into photoshop and paste the result into a new document - poof - done.


Pathfinder Adventure Path Subscriber

bonuses are typed - with the exception of dodge they generally don't stack with the same type.

Types:


  • enhancement (magical armor/weapons)
  • morale (typically cleric/bard magic)
  • Armor (actual armor)
  • deflection (ring of protection for instance)
  • sacred (special clerical magic - could be called holy as well)
  • profane (as sacred but from the lower realms)
  • natural armor (some magic/physical hide of animals)
  • competence (usually from having a skill that doesn't quite fit bit synergises well with a task at hand)
  • insight (usually from a spell)
  • luck (usually from bardic magic)
  • circumstance (usually from a GM giving a player a bonus for creative solutions)
  • dodge (usually from feats, or abilities, sometimes magic)

etc.

You can of course make up your own - in general if there is a +1 to something it will have a bonus type - that is to let you know if it stacks with any other bonuses you have.

Example: Bob has a +1 weapon (enhancement bonus) and gets magic weapon cast on him (also enhancement) - because they are both +1 bonuses they don't stack.

Example 2: Bob as a +1 weapon (enhancement bonus +1 attack/damge) and gets bless (+1 morale attack) and good hope (+2 morale attack/damage), also inspire courage (+1 competence attack/damage) and prayer (+1 luck on attack/damage)

Bob in example 2 now has the following: +5 to attack/damage - because the two morale buffs don't stack - he only gets one of them - but with all those buffs Bob is in a good spot :)


Pathfinder Adventure Path Subscriber
BigDTBone wrote:
Imbicatus wrote:
BigDTBone wrote:
VMC core monk with unchained monk to get more ki.

You can't multiclass unchained and chained versions of the same class. They are both monks.

Is that spelled out clearly in unchained, because they seem pretty seperate to me.

As clearly as anything in a book of optional rules...

it says 'this system is meant to replace normal multiclassing however if you use the two together a VMC class should not be allowed to take actual levels in the class that is being used as the VMC.

So if you use the optional rule - it would be another optional rule to use the old system with it side by side - and of course at that point the GM should feel free to do what they want regarding the mix/match - because once you are using two optional rules to multiclassing... what's a third?


Pathfinder Adventure Path Subscriber
Lacdannan wrote:

There are several references to Karzoug along the way. The background of the wizard in the party is that he is an elf obsessed with Thassilonian culture. He took the background trait (or was it a feat?) offered in the player's guide so he speaks the language, has a bonus spell like ability per day, etc. I've also been giving him a +2 on all knowledge checks involving Thassilonian culture due to his character's background. So at level 1, he was already rocking a +11 knowledge history check for Thassilonian related things. By the time they made it to the bottom of Thissletop, he was at a +15 or higher I think. I gave him a roll (same DC) on both the wall carvings and the permanent image and he made one of them. Interesting side note, the fighter has become obsessed with Alaznist after finding her statue; He's completely changed his fighting style so that he can use the ranseur recovered there.

As far as the item, it's a cursed item and cannot be removed. So simply handing it to the fighter is not an option. Now they could all just group up around the wizard, and I had thought of that. I've been weighing rewarding their tactical sense by allowing them to do it or by making the antimagic field self-only instead of a 10ft aura. Again, ties in to too harsh or too soft.

Also, the description states, "but if they do release him, he may or may not return at some later point, healed and revitalized, seeking to murder the PCs in order to ensure those who saw him in such a humiliated state do no spread tales!". Combined with fact that the wizard is EXTREMELY arrogant and continued to be so in the face of a weakened pit fiend, I'm pretty sure that the revenge is a matter of when, not if.

So B.A. Robards, your post leaves me still unsure. At first your state that it seems too harsh and then state the antimagic might be a great boon. I'm not sure which direction to go.

My take - I like it - remember an ioun stone doesn't auto aborb spells it requires a standard to ready it. I think the anti-magic field is a bad idea - for all kinds of reasons as that spell can screw up alot if it activates at the wrong time - screw up as in either make your encounter trivial or result in a tpk.

You start by wanting to make a cursed item to punish the wizard - but instead are working off the idea that the item 'protects against evil outsiders' - which honestly wouldn't be a curse effect. In addition if it's always on in the presence of evil outsiders - the pit fiend is going to have a heck of a time getting it to him as it would block his ability to get it out of Hell.

My thoughts... the curse is twofold... in the presence of *any* outsider it causes an aura of truth in a 100 yard radius - any creature that wishes to lie must make a will save DC 35 or be forced to tell the truth. Also when in the presence of outsiders anyone affected by the aura is bound by a geas if they make a promise/pact/or commitment of their own free will (DC 35 again).

That's an artifact that is meant to protect against outsiders and deal with them, that has a serious hook on it for the user. And I could see the pit fiend searching the caches of Hell for something like that to lock the wizard into his own words. Pit Fiends (being *made* of lawful evil) aren't afraid of telling the truth and are bound by the rules of hell to honor a bargan anyway - so for him it has no downside - after all telling the truth doesn't mean telling everything you know, or leaving out the details that matter, devils are great at that.

As to bonuses... as an artifact I'd give it scaling bonuses - +2 up to +6 (it's an artifact) to intelligence - so say at levels 4,8,12,16,20 it goes up by +1.

Or... give it a +2 profane bonus to int - even better - as it's been corrupted by the powers of Hell over the eons.

Destruction: I'd add - willingly telling a lie or breaking a pact made while under the effects of this item cause it to vanish and reappear in Hell - the person who does so causes any deal/pact/condition to be null and void and frees any being from obligations or promises made to that person in return - it also puts a mark on the user (removable by a wish or miracle) that is invisible but bright as a daylight spell to outsiders proclaiming the user is a pact breaker and not to be trusted - written in Infernal.

As an artifact I'd add one more power. The user of this item gets a +4 to any charisma check when using summon planar ally to call any type of devil - however any time they do so their alignment shifts one step towards lawful evil.


Pathfinder Adventure Path Subscriber
RDM42 wrote:
Charon's Little Helper wrote:
mplindustries wrote:
Having a setting is not a houserule.

Removing legal game options is generally considered a houserule.

And from what I understand - while sawtoothed sabres were originally a Red Mantis Assasin weapon - and they all use them - they actually encourage others to use them as well. Otherwise Red Mantis Assaisins would be rather easy to spot.

So are you saying by saying "Removing legal game options is generally considered a houserule." That not using every book published by Paizo is a house rules? Really?

That's how I run my games. If it's published it's allowed unless I go out of my way to deny it.

My current game banned:

Summoner
goblin pcs
drow pcs

that's it. All options open and I even offered to let my ranger rebuild when the advanced class guide came out (because it fit her theme better - she declined)


Pathfinder Adventure Path Subscriber
Serpent wrote:
Do the pawn sets include all monsters in AP bestiaries, or just the ones that are encountered in the adventures?

Not all monsters for either. The most common - and they can't be gargantuan. Multiples of monsters that are more common in packs, never *quite* enough ;)

As to which products... well you can see that based on products available - they do a box for a bestiary, and a smaller pack for an AP.

The AP volumes may have more of a 'common' type (say goblins) if the AP uses large encounters of those.

The AP volumes (with the exception above) don't reprint monsters from the bestiary boxes. So if you have the bestiary boxes and the AP set you have (rough guess) 75% of the monsters you *might* encounter - 100% of the unique NPC enemies (non-combat ally NPCs generally aren't represented) usually any ally NPCs you may need - and overall 90% of the NPCs the players should encounter running the adventure without sidetrips or alternate encounters.

As you can see it's a mix - however from experience I would say the AP sets give you 100% of the major and thematic encounters in an adventure, outside of that you find yourself using 'generic pawn A' to represent the '4th this' or '4th 5th - etc' of that.

With all 4 bestiaries represented it's gotten much better - overall the only thing I'd say I have *too* much of would be yeti's (having all the pawns that is) and the only thing I don't have enough of would be hags (because a coven of the same kind is kind of thematic...) :)


Pathfinder Adventure Path Subscriber

Any of them can be used in the mainhand - you only need a light weapon in your offhand for the reduction.


Pathfinder Adventure Path Subscriber
mplindustries wrote:

What happens if you don't want to always be accused of being an assassin of the mantis god? What if you're in a setting without the mantis god and these very specifc weapons don't exist? Show me how good dex to damage is without this one specific weapon, which may in fact be the problem piece here, rather than the Dex part.

What if you find twf aesthetically displeasing (I do)? What if you actually had the strength fighter USE those spare feats to help his dpr? What about including a few typical buffs, like Enlarge Person? Modt casters don't even bother knowing Reduce Person.

And weapon focus is not something all martials take. In my experience, nobody takes it unless they must as a prereq or because they literally can't find anything else worth taking that fits.

Sawtooth saber - heavy blade - 1d8 19-20/x2

Other weapons that work without changing the math (just the feat):

Temple sword: 1d8 19-20/x2
Urumi : 1d8 19-20/x2
Rhoka sword: 1d8 18-20/x2 (this would be better honestly)
Kopesh: 1d8 19-20/x2
katana: 1d8 19-20/x2
great terbutje: 1d10 19-20/x2 (better)
Falcata: 1d8 19-20/x3
Aldori dueling sword: 1d8 19-20/x2
Bastard sword (1h): 1d10 19-20/x2


Pathfinder Adventure Path Subscriber
wraithstrike wrote:

DPR for two-hander 78.46

but let's give the two-hander a falcata also, just as an experiment
82.11

DPR for TWF 87.72

So even with the best DPR melee weapon TWF it still ahead, granted the TWF chain takes up a decent amount of feats itself.

I'll be honest - that's not what I figured would happen. Weapon Finesse, 'Deadly Dexterity', Two Weapon fighting, Improved two weapon fighting - given that the THF will always take power attack - is a 3 feat difference big enough to let dex compete with Str?

I'm not so sure


Pathfinder Adventure Path Subscriber

No but here is my biggest curiosity...

The Dex build has 2 +2 weapons. Given the gear they both have (almost none) they are within a couple k in gold of each other.

The hypothetical dex build as it stands is +17 to hit ... vs +19 for the THF.

So what I take his +3 falachard and turn it into a +1 corrosive burst.

he has a better crit range and can afford the drop in to hit. So why not? Wouldn't the +1d6/1d10 each hit bring him up that much more? Or he could save his cash on the weapon and spend it on other things...


Pathfinder Adventure Path Subscriber

Because they are both heavy blades...?
*edit*
actually I'm not sure - artifact of hero lab is my guess... time to file another bug report :P


Pathfinder Adventure Path Subscriber

Dex fighter - dex to damage - 2wf

Spoiler:
Dex Fighter
Human fighter 10
Medium humanoid (human)
Init +7; Senses Perception +1
--------------------
Defense
--------------------
AC 19, touch 18, flat-footed 11 (+7 Dex, +1 dodge, +1 shield)
hp 89 (10d10+30)
Fort +9, Ref +10, Will +4 (+3 vs. fear); +4 vs. effects that cause you to lose your grip on weapons
--------------------
Offense
--------------------
Speed 30 ft.
Melee +2 sawtooth sabre +17/+12 (1d8+15/17-20), +2 sawtooth sabre +15/+10 (1d8+15/17-20)
Special Attacks weapon trainings (heavy blades +4, light blades +3)
--------------------
Statistics
--------------------
Str 12, Dex 24, Con 14, Int 10, Wis 13, Cha 10
Base Atk +10; CMB +11; CMD 29 (33 vs. disarm, 33 vs. sunder)
Feats Dodge, Double Slice, Exotic Weapon Proficiency (sawtooth sabre), Greater Weapon Focus (sawtooth sabre), Improved Critical (sawtooth sabre), Improved Two-weapon Fighting, Two-weapon Defense, Two-weapon Fighting, Weapon Finesse, Weapon Focus (sawtooth sabre), Weapon Specialization (sawtooth sabre)
Languages Common
SQ armor training 2
Other Gear +2 sawtooth sabre, +2 sawtooth sabre, belt of incredible dexterity +4, gloves of dueling, 150 gp
--------------------
Special Abilities
--------------------
Gloves of dueling These supple gloves grant the wearer a +4 bonus to her CMD against disarm attacks, attempts to sunder her wielded weapons, and effects that cause her to lose her grip on her 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, her weapon training bonus increases by +2.

Construction
Requirements Craft Wondrous Item, greater magic weapon; Cost 7,500 gp
Two-Weapon Defense +1 to AC while wielding 2 weapons. +2 when doing so defensively.
Weapon Training (Blades, Heavy) +4 (Ex) +4 Attack, Damage, CMB, CMD with Heavy Blades
Weapon Training (Blades, Light) +3 (Ex) +3 Attack, Damage, CMB, CMD with Light Blades

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

Here I left one feat out and activated dex to damage assuming it cost a feat to do so. I traded Iron Will for weapon finesse

Melee +2 sawtooth sabre +17/+12 (1d8+15/17-20) or
. . +2 sawtooth sabre +15/+10 (1d8+15/17-20)

*edit* - offhand was +2 higher than it should have been - I frequently forget to group attacks in hero lab :(

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