So we started using downtime in a game recently and a question has been bubbling around in my head I hope the boards can answer.
We have someone building a building and some of the rooms produce magic. The magic production has been being converted in to money toward crafting magic items.
What I can't find are the rules that cover this. All I can find about the Magic income for down time is that it can be traded for a +1 on certain magic related rolls not that it reduces or provides any gold for the crafting process.
Can anyone tell me where this is at in the rules or explain how this works in the new downtime system?
In the interim both Pathfinder Amethyst and NeuroSpasta by Dias Ex Machina are worth a look for adding a sci-fi element. I haven't nabbed Spasta yet but it is on my list to take a look over the robot rules. The gun and cool armor rules seem clean and well balanced for Pathfinder. I am hoping to take it out on a full test run in an adventure path.
I will definately keep an eye out for it. I'm not too into the matrix stuff just thought the magic/tech mix could be interesting in a town/city building kinda game. Leaders of a frontier town kinda thing. Who knows.
Is there a character sheet in the book or does it just use the normal Pathfinder sheet for the time being?
I was happy to see the print version pop back up on Drivethru so I think I'll nab it +PDF this weekend.
Everything I have heard so far has been very positive.
Thank you for all the information!
[Dias Ex Machina] I have ready most if not all of the reviews and it is what got me interested. The only thing that seemed to be missing from those reviews was actual play so I was wondering if there were any current or past games going for the Pathfinder version.
[Endzeitgeist] Thank you for the input! I was wondering about mixed groups. They sound do-able with care as is.
Rules wise could the anti-tech of magic be left out, or is it well woven into the system? I was kind of leaning toward a post-apoc shadowrunish setting for a bit and this seemed pretty cool but fidly for a mixed group.
Thank you both for taking your time on an older post!
Hi. Just looking for some feat advice from levels 1 - 9 for an Abyssal sorcerere. Core rule book only.
I belive we will be starting an adventure path so I've been tinkering with some character concepts on paper. What I came up with today is -
Arcane strike lvl 1
I'm not sure how much I want to summon stuff but that fits with the arcana bonus so the improved summon feat isn't off the table but I do gete it as a bonus later any hoo.
Only played one sorcerer and didn't do well with feat choice for a sorcerer so was curious what you may suggest.
Thanks for any feedback!
Sorry, yes, one attack was meant to be attack of opportunity.
If you have combat reflexes or extra attacks of opportunity from what ever, can they be used against the same target assumeing they provoke mulitple times?
Oladon - Enlarge person gives you 'natural reach 10' which really isn't in the basic book as far as I can find. So if I have a weapon I should threaten out to two squares from my character but can I attack adjacent squares since you can not attack adjacent with a reach weapon?
Just a few quick questions.
I have been told that you can only make one attack against an opponent per round regardless of how many attacks of opportunity you have. Is that correct and if so where is it in the book?
With a reach weapon I cannot attack adjacent enemies.
If I am the target of enlarge person and acquire reach does that apply to my weapon (say a long sword) as well or just natural attacks?
If it applies to my weapon can I no longer attack adjacent opponents?
I'm a bit the opposite. There are any number of generic systems out there over recent years and I'd much prefer a setting in which to get excited about and stir up my imagination.
Even if you left it fantasy a good solid setting book with a few world specific traits/feats/prestige classes could be really cool.
Moving to Modern/Sci-fi complicates things a bit. I'd say have a look through the Sci-fi book and Amethyst Renaissance products to see how they handled it.
If it is straight mod/sci-fi with no magic then I'd probably go the mufti book rout, Rules, Setting, and Enemies.
If you mix the two like Amethyst then a lot of weight shifts off your shoulders since anything not tech and guns is already in the pathfider book.
In my group a well done kingdom building theme would be pretty awesome but we weren't head over heals for the actual Kingmaker rules. They were ok but not quite what our gm had been looking for.
I've been leaning into a sci-fi mode again lately and it has brought me back to Amethyst. Pathfinder is what I have been playing most recently so it seemed the simplest slide over into this game. I have read quite a few reviews and found no glaring issues to my eye but I haven't heard/read of anyone actually playing or running a game.
If anyone is currently involved one way or the other in a game of Amethyst or one that is using the new rules I would love to hear your thoughts.
Thank you as always for any input.
I was looking in to making potions for the first time recently and there seems to be few restrictions. Nothing with target of personal and nothing over level 3. It also says to make all the normal descisions when casting the spell as normal. Which left me with 2 main questions.
Can I make a potion that is affected by a metamagic feat as long as it doesn't bump the spell higher than lvl 3?
What happens to combat spells made into potions? So say you make a magic missile potions. Does the drinker get to cast magic missile or do they suffer the affects of being hit by magic missile?
Thanks for any feed back. Just curious as I have never dealt with potion making in game before.
I did some searching but couldn't find a direct answer.
What type of power are Sorcerer Bloodline powers? (Spell, Spell Like, Supernatural etc.)
What DC am I using for powers that "work as spell x"?
There are a few but currently I am playing an Arial sorcerer that has a Bloodline power that works as 'Control Winds'.
I was just wondering how the Armored Defense abuilty for the Armor Master archtype works with 'Invulnerable' armor DR. Does it stack in some way or is it like normal bonuses and you just take the better of the two?
Ex: At level 5 Armored Defense gives heavy armor DR 3/- and I am wearing full plate with Invulnerability already has DR 5/Magic.
So do I have DR 8-/Magic against normal attacks or just DR 5/Magic?
If I only get the DR 5/magic does the DR 3/- help me against magic attacks at all?
Thanks for any input. Sorry if it has come up before. I tried searching but didn't get any hits.
I am slowly gathering the books to run this AP and have noticed they all include a random encounter table. I have seen on the forums quite a lot that in racing to ruin there is a chance 4x a day for one to occur. What I can't find is where that is listed in the AP.
I also don't see any sort of frequency listed for either the 1st or 3rd book in the AP (I picked up the 4th but haven't ready it yet. It has ambushes instead)
Is this information I've looked over and missed or something in the GM's guide I haven't read?
Tada! Pipe Cleaners
Any suggestions on use and storage containers?
Has anything started to be used by you folks at the Paizo office yet?
Has any one started using anything to organize the pawns from the beginner box?
I picked up the beginner box to see what the monsters pawns will more or less be like and was pleased with what I found. The only thing that would make me hesitant is the age old issue of finding the figures you actually want to use from either a box full of random punched out standys or flipping through a pretty large stack of pawn sheets to find the few monsters in your adventure. Not to mention the AP pawns don't appear to even have their own box. (Not that I'm complaining if it keeps the price down.)
Lore finder by Pelgrane Press may have some good tips as well. It adds some mechanics specifically for investigation style of play for Pathfinder and includes a short adventure and it isn't a particularly expensive book.
I also suggest a lot of perception checks. Nothing adds tension into a table top game like random rolls to notice things even if there isn't anything there to notice.
Out of curiosity then, If I hold a charge for a touch spell over into the following round, for whatever reason, and use a full round action I could do my attacks first, delivering my charged touch attack from an earlier round, and still cast a spell after all attacks are resolved?
So at say 8th level as in one of your examples I'd get 2 attacks. 1st one is at +4 (including penalty) and delivers my early touch spell, 2nd is at -1, and then I can cast any other standard action spell and /if/ it is another touch attack spell I also get a third sword attack. Either way two spell effects will potentially go off in the same round.
Or did I muddle something somewhere along the way.
I was looking at actions today in the online PRD and got distracted by something mentioned for touch attacks.
The way the touch attack section reads seems to imply that I cast the spell, then any time before I cast another spell I have the touch spell charged and can attempt to touch someone and affect them with the spell.
Dose this included failed attempts to hit?
So if I cast shocking grasp, cast no other spells and touch no one else, can I make touch attack rolls every round against my opponent until I hit and the spell still goes off?
Not anything I'd heard about before and just wanted to clarify.
I've never been much for multi-classing but in a game that starts this weekend I've been looking in to it. We don't currently have any divine casters which leaves us with very little in the way of healing magics.
My character is a Wildblooded Arial Sorcerer and has some great things lined up at higher levels along with the standard big hitter arcane spells. Currently I just don't know how important the healing will be and how missed it may end up being so I started looking at a divine class for my character as well in case it becomes a bit of an issue.
What looks to be one of the cooler options to go into is the Storm Druid. I have also looked at several Oracle options but the Storm Druid seems to best thematical choice and if I put off the majority of divine levels till the end, the level 9 Storm Druid ability seems like a good 'capstone' power.
Any thoughts, tips, and/or suggestions?
I'm not looking for anything super powered up or 'optimized' just wondering what other points of view may be on subject. Who knows what I may have missed. I have never tried to multiclass and this is the only Sorcerer I've yet to play in this type of rules set so it's all new to me.
As always any input is greatly appreciated.
I did some searching but didn't find any topics on the Windcaller power. Dose any one know if this is sapposed to be a once a day for X minutes or can I activate this power an unlimited number of times per day for X minutes at a go?
Neither the description in the PRD or SRD stipulate ussage limits beyond 1 minute per level. Most of the other abilities for 9th level blood lines tend to be limited to once per day so that would make sense it just isn't stated so I wondered if that was intentional or a missprint.
Thanks for your time!