Brian Lefebvre wrote:
Under the language step of the character creation section of the campaign guide says all races get the modern languages (pg251 of the Inner Sea World Guide) added to the list of languages you are able to purchase with high intelligence.
Ah ha! That's exactly what I was looking for Brian, thanks!
So for a newly created PC you get Common and your racial language for free. And any additional languages you get for higher then average intelligence (12+) must be chosen from the Languages list for your respective race (so no elves speaking abyssal or dwarves speaking auran out of the gate)
This much I get.
But in PFS there appear to be additional rules regarding regional languages. At first glance they only appear to apply to humans (for instance if you are a human from Osirion, you would get osirion for free as well as common.
But what if you're a dwarf from Osirion? Do non-humans get regional languages? Or failing that, are the regional languages available as starting character race bonus languages for high int?
(interestingly enough, goblins don't even get common for free... so can only get it via high int or linguistics... must make the few goblin pc's out there a bit tricky, communication-wise if they're not overly smart. But that's a different conversation!)
Perhaps instead of Weapon Finesse at level 1, they get a small list of Bonus Feats they can choose from (like the monk).
Said list would include Weapon Finesse, but could also include feats for those who don't want to go the finessable weapon route.
Etc, etc. There are lots of visiions of what a swashbuckler should be able to do, options like this would allow folks to head down the path they want most.
If this is PFS, you can put your PC in the Andoran faction, at which point the Hunter's Eye trait becomes available... which not only gives longbow (or shortbow) proficiency, but removes the penalty for the 2nd range increment while using said bow)
The elf option works, but you'll be starved for feats for a long while.
Worshipping a god with the bow as a favored weapon is easy enough as well (Erastil, for instance)
Not sure why folks are talking about the War domain? I don't see anywhere where this gives proficiency... is that an old DnD 3.5 thing?
Does anyone have any input on whether the lack of panache points is an issue?
Due to stat requirements, I'm guessing your typical Swashbuckler will have only 2 or 3 at best.
That means you can only parry a couple of times a day, or do the parry/riposte combo once, etc... Chances are you're not going to get many killing blows, so no regaining them that way... crits perhaps... but that further forces all swashbucklers into the same weapon mold.
Seems an awful meagre amount to actually ever use any of the deeds... not to mention if you need to keep 1 panache point to utilize some of the later deeds (like menacing swordplay, precise strike, or the initiative one)
Sure, they sound fun, but if you can never use them after the first combat each day, what's the point?
At least that's how it looks to me on first read through.
Persuasive seems a waste of a feat.
Really, you have more then enough intimidate without it.
You can't train out your bonus teamwork feats for non-teamwork feats... Lookout is good, Stealth Synergy seems a waste, but mileage varies on use.
I agree with those suggesting a ranged inquisitor (they do get all the nifty ranged weapon proficiencies) but that will require you train out all your non-teamwork feats.
Oh, and get Divine Favor on your spell list!
Remember, the idea of the iconics is to *not* force the user to have to own supplemental material to use them.
For this reason alone, aasimar and teiflings and tengu, et al, are off the table, and also why alot of feats and powers and spells from later books are just not going to be there.
Given racial diversity in Galorian, they should mostly be human. As it stands now the human to non-human ratio is way out of whack in favor of the non-humans... if one compares them to expected world racial makeups.
And I for one think the current iconics are anything but 'expected'...
Ya, don't make it a straight up kill the devil thing.
But finding loopholes in the contract, and exploiting them (with perhaps the devil trying to foil them) makes for some fun stuff.
Especially, as Spook205 pointed out above, you add a secondary success condition that not only voids the contract for the player, but for future/past descendents as well.
The players will feel far more satisfied as the devil skulks back to hell in defeat, then if they just killed him.
I'll have to chime in with those saying this is not that big a deal.
I took an inquisitor through Curse of the Crimson Throne, who had this, and could reliably hit with it if necessary....
Rarely ever came up. At lower levels, the enemies were just single attacking most of the time anyway, so losing their move action wasn't game breaking. At higher levels, there were far better things to be doing usually.
The level 8 power, on the other hand, was immensely useful.
The 19th level fighter / 1st level cleric example mentioned above, seems to be completely ignoring the fact you'd rarely ever make a concentration check to cast it in combat.
Though, you can theoretically sleep vermin with this two-touch trick... only way you can do that, I think.
Belkar has very few barbarian levels, a negative wisdom modifier (he can't cast ranger spells because of it) and Mr. Scruffy is definitely his animal companion.
I'd say human on the FE too, if you read the origin book, that's kinda how he ended up in the order... =)
If you're truely going for the OOtS experience: then this thread has what you need.
Also, from a mechanics standpoint, keep in mind that inquisitors get lousy melee weapon options (simple weapons only) ... so if you want to be a melee inquisitor, there's some draw to a god with a good favored weapon (which you also get proficiency in).
This is not an issue if you want to be a ranged inquisitor (they get lots of good ranged options), or are a race with a helpful free racial type weapon proficiency, or just are going more RP over mechanics.
Just something to keep in mind.
Gentle Repose won't help will it? It has no affect on undead creatures and if you cast it first, they become invalid targets once raised.
Restore Corpse might help somewhat... but not entirely, and perfume can only cover up so much =)
A long lasting Veil spell is what you really need.
Lots of ways to get around slumber derailing an encounter.
- as mentioned, various things are immune (this option should see limited use, as it basicaly makes the PC's ability worthless)
- give the npc some allies who just spend an action waking him up (this option will negate an action from 2 npc's, so the pc won't feel like they wasted their action at least)
- flying enemies (falling asleep will cause them to fall, which will in turn wake them up) (This will cause a small amount of damage to the enemy, and also put them down at ground level for the other pc's, so again, won't feel like the PC wasted their action)
- get farther away then 30' ... the range on witch hexes can be very limiting, especially to start the fight... so your npc will at least get a few actions in before the witch can get close enough.
- line of sight, hexing someone requires being able to see them. Things like obscuring mist, or blindness, or invisibility will prevent the witch from using it.
probably other ways too, but easy to keep things challenging without neutering your witches schtick.
I'm still puzzled by all your players making different characters half way through an AP.
Hell, if they're level 12, that means they probably just finished the bit in Occipitus... where one of the characters should have (and needs to) gain the smoking eye template... If they change out after this, then you have no characters with this template... which kind of hoops them once they get to the end of the AP.
Back on topic... I think your wizard needs some better strategy to be honest. More control spells.
Have him take a look at wall spells for instance... its amazing how much easier you can make a fight by walling off the bad guys into smaller bunches.
(Hell, if you're guys are level 12, they should be coming up on the Soul Pillars part of the AP... that ice devil there, really messed with them, tossing out walls of ice at will and teleporting around, until they finally just fled past him... he still lives to this day!)
After every encounter, your party should be discussing what went wrong, and why it was so hard, and what they can do about it.
After that first fight, the paralysis should have been noted, and then efforts made to boost saves, or get Freedom of Movement, or remove paralysis (wands, scrolls, items, et al)... and from there ponder other status effects and how to deal.
The second fight, one 3rd level Communal Protection from Energy would have shut the bad guys down on round one. Your wizard could have that.
The incorporeal part of it should also raise some red flags, and they should start trying to account for this... incorporeal sucks... they got lucky you made it fire based incorporeal... they just sucked at dealing with the fire.
Usually this sort of thing happens organically as a PC goes about his career... when you start out new pc's at level 12, they have to start all over again accessing weaknesses like this.
Heh, Shackled City is tough!
I GM'd this (in DnD 3.5) with a group of four gestalt characters, two of which were full time clerics on one side of their gestalts...
And they burned through healing like crazy on occassion. Five deaths total over the course of the AP.
Shackled City, I'm pretty sure is not like more recent AP's... in that it was not designed for 4 characters on a 15 point buy, or whatever the current ones are.
Now if you've converted everything to pathfinder, I'm not sure how that changes things.
I think you're party needs to do a bit more to be able to handle status effects and crowd control though... that's what was killing them.
Hmm... perhaps work with the Abomination template?
Pick a secondary creature they were using as the base, and good to go..
Maybe the main bad guy has been using the crushed up carapaces from various subterranean beetles, for instance, to make his drug.
And the users eventually start to take on some of the beetle characteristics.
More common weaker beetles for the basic street level drugs, some rarer more exotic or powerful beetles for special folks.
That way, you have a number of different beetle types to work with, for different variations of the same theme for your thugs.
Spiders might work too, but I like the beetle variety.
A) Yes. But make sure you check what this means. While concentrating, they are limited to a single move action each round. If they attack, cast something, want another move action, or get interrupted, it goes away and they have to recast it.
B) careful... there are two version of Detect Evil... the regular spell which is a 60 foot cone (not 30')... and doesn't tell them much without multiple rounds of concentrating.
C) Yes, and also provokes AoO where appropriate.
Ranged penalties for firing into melee and through other bodies (providing soft cover) with both ranged weapons and ranged spell attacks (especially the later).
That you don't get an Attack of Opportunity on someone with any degree of cover... this includes Soft cover (so hitting an enemy behind an enemy)
Spell with a casting time > one standard action
Also, the rule about not being allowed to create potions from spells with range: Personal. Though this one I understand, as the rule is buried in the magic item creation rules and easy to miss.
If "Aligned Outsider" means outsider with an evil subtype....
Then "Aligned Creature" has to mean creature with an evil subtype...
Ditto "Aligned Undead".
Seems that 'Aligned' in all cases has to mean the same thing on the same chart... which in this case has to be actual alignment or it doesn't make alot of sense (and leaves outsiders with no alignment subtype in limbo as not fitting any of the defined categories on the chart)
Dangit... didn't want to start arguing the point again... just go the link Wierdo gave to see all the arguments, one way or the other, and decide how you want to rule it in your games ... at least until an official ruling puts it to rest.
I agree with Scavion. Yes.
The spell targets outsiders with an alignment, no different then creatures with an alignment.
you look up the creatures type on the table, then across to its HD, you get a ping result.
It makes no exceptions for subtype (in this case native), merely type.
(To argue otherwise, would mean teiflings could show up nowhere on the chart)
This topic has been argued on here before... not sure if that ever came to any sort of conclusion.
Douglas Muir 406 wrote:
10 point nabasus should be pretty rare, because statistically speaking they should pop off to the Abyss long before that. Every time they gain a growth point, they make a DC 30 caster level check; if they succeed, they plane shift to complete their growth cycle. Since they start as an 8th level caster with a +4 stat, they initially need an 18.
Primary stat has nothing to do with caster level checks... just their caster level.
They'd start off needing a 22 to 'mature'.
Well, there is a Lust domain, but sadly, no Gluttony.
All 7 sins are covered under the thasilonian sin magic stuff (though typically you only get to pick one)
(For some reason, your physical description kept bring the Bloatmage to mind.)
Hmm... how about seperatist cleric of Arshea (built as a battle cleric), taking Lust from Arshea's portfolio, and the Growth subdomain as your seperatist one. (more to love!)
That has some fun flavor =)
Aren't Leukodemons all about disease and pestilance and such?
Let them spread the
Unless you house rule it or the spell description specifically says it, firing projectiles through the wall won't be lit on fire.
Oop, in case I wasn't clear, I'm not asking if the projectiles become 'flaming projectiles' when they pass through...
I'm trying to figure out if they are potentially destroyed when they pass through, turning the wall of fire into an effective arrow shield.
Would the damage from the wall of fire apply to ranged attacks (ammunition and projectiles) passing through it?
The spell itself seems to indicate damage happening to creatures, not objects (unlike fireball, for instance, which specifically calls out being able to damage objects in the area).
Would it make a difference which side of the wall the arrow was shot from, or whether the shooter was also the one who cast the wall of fire?
Assuming it does do the damage, would an arrow, once it leaves a bow but before it hits its target, be considered an unattended object? (Thus putting it into the 'always fails saving throws' category).
As well, would an arrow (or bolt) get the 'half damage from energy' attacks that objects usually get?
And for added confusion, what if the ammunition were fired from a weapon with the flaming special property?
My inquisitor knowledge is limited (only had the one, but that was up to 14th)
As an inquisitor, I'd recommend at least 1 rank in *all* monster IDing skills... sucks to not know what type a creature it is to properly focus your Bane ability. 8P
As for teamwork feats... Shake It Off I used alot... Lookout should have been great, but I always forgot I had it... Escape Route proved surprisingly handy as well (and annoyed the GM all the time when I used it) (I didn't have enough dex to take Precise Strike, and Outflank really was unnecessary for me, I had so many attack bonuses)
Spell-wise... I (and the melee types) loved Shared Wrath... between that, our party bard, judgements, bane, and divine favor... I had so many pluses to hit, I rarely missed anything... and I wasn't even melee focused.
Duration concentration, up to 1 min./level (D)
Concentration: The spell lasts as long as you concentrate on it. Concentrating to maintain a spell is a standard action that does not provoke attacks of opportunity. Anything that could break your concentration when casting a spell can also break your concentration while you're maintaining one, causing the spell to end. See concentration.
You can't cast a spell while concentrating on another one. Some spells last for a short time after you cease concentrating.
Remember the bolded part. As soon as they do anything else that requires a standard action (cast another spell, move more then a single move action, use a wand/potion, attack something, etc) they have stopped concentrating, and the spell ends. Not to mention anything that might happen to them to make them lose concentration (getting attacked, or distracted, et al)
You'd be hard pressed to find anyone actually legitimately 'concentrating' for the entire 1 minute/level duration for it to expire naturally.
This part seems a bit suspect.
The bottle should be producing the smoke when it is activated, then again at the start of each of your turns. Since he is not by the players at the beginning nor at the end of his turn, they would not be inside the smoke at any point unless he's ddooring within 50' of them (ie: within reach of the players)
For what you're trying to do, the bottle has to conveniently dispense its smoke in the middle of his turn... which is not kosher, and opens up a whole can of worms if you start ruling things that way (bleed would never do damage if the players could decide it didn't trigger 'til after they did some other action (like fixing it) each round)
For this to work: on round one, he has to do nothing but teleport in, activate the bottle, then teleport out.
Then start attacking round 2 on.
Not a huge deal, but important to do this sort of thing right. You're players are going to be crying foul enough as it is without giving them reason to.
Especially since he'll have a limited number of times he can do the trick (3 + wisdom / day), so having to use 1 of those rounds to set up the smoke is important.
And really, using the bottle is no more useful then a number of other options at that point.
Where exactly are you getting this rule interpretation from?Supernatural abilities are not immune to silence if the effect requires you to hear it to work.
Anything that actually gets a few skill points could be made into a face character with an appropriate trait or two and not dumping the related stat.
Its just the 2 skills / level classes that don't have int as a primary stat that make it difficult (fighter, summoner, cleric, sorcerer). And even then, as Jiggy pointed out, you can still manage if the stat for the skill you're after is a primary one (like charisma).
If you want to be good at lots of things, however, it becomes more difficult to work in.
Heh, it took me a bit to figure out too...
Its shown on a seperate small map.
Tsuto's down there, napping... as is Ameiko all tied up.
Also, took me a bit to figure out how the next section played in too. Turns out its off of the smuggler tunnel linked to the afore mentioned basement section.
I've noticed many times, when someone is worried about archers (zen or otherwise) its occasionally because they're not taking into account all the appropriate ranged modifiers.
Sure, its easy to avoid the firing into melee -4 penalty via Precise Shot, cause you can get that at level 1.
But the soft cover penalty (of -4 as well) can't be avoided at all prior to level 6, and even then, only for Zen Archers and Rangers who take it as their Ignore-Prerequisites-Bonus Feat. Everyone else can't take until level 11 and dex 19.
Once the melee guys close with the enemy, getting a clear shot is not easy sometimes.
Narrow corridors can force the issue...
If Improved Precise Shot is not your zen archer's (or ranger archer's) automatic choice as his level 6 bonus feat, you're probably being too lax on cover rules and ranged combat.
Ariana Assadi wrote:
Ponder this: if you're going to be hauling around enough to lower your movement speed to 20 on a consistent basis... then consider adding the Lame curse in, instead of one of the others.It drops you to 20' movement too... but you also gain the additional benefit of never being slowed due to encumbrance... so you can carry as much as you want.
So... the 'target' of Shaylis' affections was all for it at the time, but is a bit unhappy with the result of getting caught... and is trying to figure out how to make amends that don't involve commitment on his part... now has a grand plan just getting into motion to try to set her up with Aldern.
Trying to decide how evil I want to be about the outcome of that.
Archer characters can benefit from spending their first 2PP on a Masterwork Compound Bow, appropriate to their STR score.
Caveat: you can get up to a +3 str bonus composite longbow for 2pp... anything more then that is outside the price range.
Admittedly, most archer characters won't have an 18 str, so probably won't come up, but good to keep an eye on.
But, since a masterwork composite longbow (+3 str) costs 700 gp... and 2 PP allows for up to 750 gp... you have 50 to spare!
So if you're after a +3 str bonus, get a darkwood composite longbow (a 730 gp value)
Of if you're after +2 str bonus, you can go for the afore mentioned darkwood (though only a 650gp), or a greenwood composite longbow (for exactly 750 gp)
If I were the type to stick to a specific comfort zone (I'm not), the 200gp thing is almost not worth the price of admission. I'd never take it given an option. Most characters are going to gain almost nothing from a bit of extra gold at level 1.
The two traits would work on me... even if it was a restricted list or something like 'you pick one based on background, I pick the other'.
The +2 to a stat would be a keeper, especially for a new class. Perhaps too good though.
The short session things are ok, with the caveat that some classes come into their own a little later, and they might never get to that point to learn anything from it.
I agree with DM_Blake, in that the intention seems to be that they can only use it to protect themselves from evil things, so just removing the alignment focus so they can use it for anything seems wrong too.
Just change evil to good, is what I'd do as a home fix.