I have tried out a lot of apps and I have not found one that does all I want in a spellbook. In some the spell is removed from the "book" when I mark it as cast and I have to rebuild it again for the next day. In others you can not memorise domain spells or they do not have the spells in the programs database.
Evernote is the best tool I have found and is what I use for my 12th level cleric. It takes a bit to set up but you can do it on your home computer and it updates across all your machines. I have a note with all spells memorised listed and linked. I then have his most common backup spells in parentheses if I want to fill an open slot or get to rememorize spells. I always keep, at least, one slot of each level open.
Called Shots came out in Ultimate Combat. You can find the rules in the PRD HERE, there is no called shot that will render the target helpless. The rules for a Coup de Grace are HERE and yes it does draw and AOO.
I thought that Defending could only be put on melee weapons. If that is the case then you would have to put the defending property on the weapon portion of the Klar. So it would need to be a +1 defending weapon (8K)and a +1 shield (1K)plus 462 for the MW Klar for a total of 9,462.
After that is fixed I do not see a reason why you would not get the defensive bonus to your AC. Looks RAW to me.
Not sure how much area you mean. The 10th is the second day of CrispyCon about two hours north of London. We also run two tables in the same area on Wednesday. Feel free to PM me for details if that is not to far out of the area for you.
I would either tell the player that using the spell all the time is impacting on how you enjoy the game. Then propose to change the duration to 10 min or 1 min a level or ban it all together.
Survival checks to follow the sent and Knowledge rolls to figure out the scent are ways (already mentioned) to limit his Knowledge as well. Also ask the player to keep a list of the creatures he has smelled before.
Also, all you neet to tell him is that something new is in range not how far away it is or in what direction. To get more information you need to spend a move action.
The creature detects another creature's presence but not its specific location. Noting the direction of the scent is a move action. If the creature moves within 5 feet (1 square) of the scent's source, the creature can pinpoint the area that the source occupies, even if it cannot be seen.
There is no reason he can not have all 4 on one character. You apply the chronicles when they reach the correct level in the order you played them.
Page 6 of the guide.
The next day is the worst, it gets better. Good luck with new good habits!
Tell us how it went. I am not sure I would have gone that route.
Varn and crew are much higher level. I had them mingle at the Ball held after the the Mayor of Restov presented them all with their charters. They split off from the group at the crossing into the area they were charted to explore.
@mplindustries Just because Lassie can understand what you are saying does not mean that she is going to do whatever you suggest. I am in the same camp as Riggler. It would not change the dynamic of the AC/HA rules. I give bonues when you try to handle/push a critter that can understand you but that is about it.
Midnight_Angel I do not think that Dunce would get any skill points. The headband bonus is the typical Permanent Ability Bonus (PAB) and it says that the modification of the ability "might" cause you to gain skill points. I would say that because Dunce McDull gains no skill points by going from a 7 to a 9 Int, he still only gets one point per level. He would not gain the skill points in the headband's skill. Also if he was to later put one point into Int from level, (or whatever), he would have to use those skill points in the HB's skill.
I am unable to post to the above thread. Everytime I try it looks like I have hit the preview button. I have tried using the preview button, submit post button and cancel button. I have used both IE and Chrome on different computers. I have logged off and logged back on and rebooted the machines. No idea what else to try.
The best I can find right now is in the PRD under Glossary .
Permanent Bonuses: Ability bonuses with a duration greater than 1 day actually increase the relevant ability score after 24 hours. Modify all skills and statistics related to that ability. This might cause you to gain skill points, hit points, and other bonuses. These bonuses should be noted separately in case they are removed.
2pp is two Prestige Points not two Platinum Pieces. Keep your alchemist fire and wait an adventue or two before you get the vanity. Keep in mind you need to own the field guide to use content from it.
All this is more advice then rules. If your just going by the rules hop in the water and make a swim check.
It all depends on your play/GM style. Is it just a game? Or do you try for some kind of realism, keeping in mind there is magic and dragons? Or is it somewhere in between? Realistic it take a long time to get an Orangutan to get into water. They hate water and are not swimmers. The fact that he has a rank in swim makes me think that this may have been trained out of him. Was it ever talked about player to GM? Or was this a surprise? Has it been there for levels or just popped in?
How I would handle it as a GM does not matter much as I am not your GM.
As a player, if I had a day to prep, I would use my ability as a druid to dismiss my ape and summon a Shark or a Crocodile (Alligator) as my companion for the adventure.
Orthos hit a lot of the high points. I will second Dudemister's stuff I used lots of bits from it when running this AP.
It took us 18 months to finish it. We ended up cutting out much of the 5th book and rushign the 6th. A player was moving and we wanted to finish the story, rather then letting it fall by the wayside.
I found that forshadowing and playing up the NPC's got me the biggest bang for my efforts. Book three is hard to get players to care about.
Spoiler:Every group is different and this AP thrives when the DM has a good grasp on the overall story and is able to improve things into the storyline.
Lot's of people solve that with creating close ties to Varn at a early stage. I had the PC's and Varns group leave Brevoy togther and the first adventure was them traveling. Lot's or RP. By the time they seperated one of the PC's was enamored wtih Varn and the relationship continued. This was a huge hook for book three.
I would also suggest taking a session to have the players make their characters. This lets them know each other and lets you plan sideline stories for each of them.
Get Ultimate Campaign! The chages to kingdom buildign and armies are a must use.
NPC's are vital
A lot of this story uses the NPC's and the soon to be kingdom as motivation to do things. If the PC's do not care for the NPC's you will loose their attention. Find ways to involve the PC's with the people. The more they care about them the less you will need to push when it comes time to investage a plot point. Make sure they care a book or three before they need to. Get them married, build a shop. You could mix downtime and kingdom building. Using downtime for things the PC's build and kingdom building for things the kingdom builds. I used mind mapping for a while to keep track of the NPC's but it got a too cumbursome to maintain after a while
Blindmage, I like your character concept and would love to see it at a home game. Where the GM can work with you and the group and taylor threats to the characters.
This is PFS you are talking about and I can not see the Society sending this guy out into the field. You would, likely, get yourself and your team killed. This is the guy to would talk to in skyreach who is manning the libary.
Yes, for box standard bombs they do fire damage and fire resistance will stop some of the damage. Discoveries can change the damage to sonic, cold, force, acid and then you would need a different resistance.
You are disabled. You can only take a move or a standard action (not both), plus a free action. If you take a standard action you loose 1 HP after completing the action.
A dying and unconscious creature is considered helpless. They almost always fall prone as well. Some GM's may say that some monsters, due to physical makeup, do not or can not fall prone.
Dazed on a successful save makes it way to powerful. Daze Monster is a 1st level spell and it will Daze up to a 10HD creature for one round if they fail the save. Change it to Dazzled on a failed save you would have a better balanced spell.
1) Not usless but not as much use as you would see in a home game.
2) No. The guide spells out a fame system. You can buy items under a set gp limit based on how much fame you have
3) All of that can be found on the additional resources page. It goes book by book and tells you what you can and cannot have.
4) I think that 19th is the highest you can get to ATM Link
6) Look at the links I have provided. All free and should answer most if not all your questions.