I imagine that there is no moral quandary if you find a crib full of goblin babies, as it means they have escaped their cages and likely have eaten the baby that was meant to be in that crib.
My players currently find themselves on route to Caliphas, and so having water access to any of the ports on Lake Encarthan, and overland access to much of Varisia, from the books I've been able to dig through (Players Guide to Varisia, and Rule of Fear) we know that Korsovo has the up to caster level 9 spell casting services, and Riddleport has the highest base value. The party is looking to do some shopping, which I actually have no issue with, I merely am forcing them to avail themselves of what is available in the world, and not grant them access to Wiz-o-marts emporium of goods.
In particular they are searching out a high level cleric, in part because they wish to get a particular item crafted, and in part to have a contact to leverage in the result of a death which one cannot be raised from.
So my question is, where is their good shopping with in reasons around Ustalav, or accessible by boat? My best guess is Vigil or Vellumis in Lastwall?
Mike, just wanted to say thanks for using this space for this kind of post. I do enjoy reading the status messages from the various PFS organizations around the world, but this sort of PFS / FAQ like post addressing the ever growing rule base and clarifying it for PFS a great addition to the content here.
Maybe I need a closer reading, but I'm reading that the basic mythic subtype gives the DR that is explicitly called out in the Savage and Indestructible templates. Seems like the table could be dropped, and you as it is in the side bar for the mythic subtype, and maybe just have a special ability "mythic resistance" that both the savage and indestructible type grant (as they both grant the same amount.)
More over it seems that applying "mythic resistance" should grant an increase to an existing DR.
So a mythic tiefling with his FR/5, would nave resist all 5, and resist fire 10?
Surprise Strike (Ex): You can expend one use of mythic power to make a melee or ranged attack at a target within 30 feet as a swift action (in addition to any other attacks you might make this round). When you make a surprise strike, the target is considered flat-footed regardless of any class features or abilities it might have, and you add your trickster tier as an insight bonus on the attack roll. Damage from this attack bypasses damage reduction.
There is a Trickster path ability that is similar that only calls out causing non-mythic foes to be auto flatfooted with respect to abilities that prevent being flat footed (flatfooting?) Should Surprise strike have a similar language, or do you need Mythic Uncanny Dodge to counter it?
Recalled Blessing (Su): You can expend one use of mythic power to cast any one divine spell. This spell must be one that you prepared for the day (even if it has already been cast) or be from your list of spells known (if you cast spells spontaneously). If the spell requires a saving throw, any nonmythic targets making such a saving throw must roll twice and take the worse result. In addition, if the spell cures an aff liction, heals damage, or removes a condition, you can roll any dice associated with the spell twice and take the better result. You can’t apply any metamagic feats to this spell.
This one has some RAW interpretation "flexibility" in the way it is written. To my knowledge I can't think of another example where dice rerolling involves more then one die. So as an example, Cure Critical Wounds (4d8+x) would the player rolled:
(Max also being the ceiling function)
The first one is going to produce a more average result then the second, I've only just begun skimming, but I didn't see any other similar rerolling like abilities quiet like this, so I think the language could be tightened to give a particular meaning.
Folks, just a shout out to gamers in the GTA-West, especially for those not making the trek to GenreCon in two weeks.
I'm running two PFS sessions this Saturday at HammerCon, Rise of the Gobiln Guild in the afternoon slot, and We Be Goblins in the evening.
Sorry folks, I'm sure this has been asked before, but I can't find the answer. I just need some clarification on tier and the replay rules. A scenario, say, 4-01 Rise of the Goblin Guild. It is a Tier 1-5, with 1-2, and 3-5 sub tiers. If you play this module, or DM it for the 1-2 tier, does that count as being a Tier 1 module for the replay rules?
Otherwise, could someone please point me to scenarios, other then the Season 3 intro modules that are strictly speaking Tier 1?
I would like to see an enhancement to the emails that are sent ~a week before subscription orders are published. I realize it is a marketing opportunity, and has customer been to my own advantage to add some things to an order to save shipping, so I want to see those mails keep coming. What I would like to see added is a button/link that lets me say "Yup, all good" which might allow my order to get queued right away, and maybe pre-picked and packed. Maybe I am naive and this would have no impact on the speed at which an order is processed, but it feels like it should.
I have a foe coming up in an upcoming game
not for my Carrion Crown Group:
The creature lists the ability:
Special Attacks constrict (slam, 1d8+6)
It does not have grab, nor any particular grappling ability. Does the parenthetical slam mean it constricts on a successful slam? Or should I assume that its other special ability,
Spoiler:is the trigger?
any one caught in its adhesive
I'm a bit confused as to why the iconic rune shape of the Sihedron got changed when illustrating the actually artifact. I recognize to realize it as an actual physical object you needed something in the centre to join the 7 points, but why change it from the angle point with the missing circle?
Or does the Shape of the Sihedron artifact represent the Seven Virtues of Rule which the Xin believed Azlanti magic to flow from, and the runes more aggressive shape a representation of the corruption of those virtues into the sin?
I'm kicking off a monthly PFS game in Milton, Ontario starting this Friday. It will run on the last Friday of every month, and I want to use it as a spring board to bring local gamers together.
The details are here.
please PM or email me to register.
We are starting at Tier 1-2, either with Season 4 or the First Steps depending on player experience.
My goal is long term to support 2 games once a month, and I hope players spin off to create a active local gaming community.
Quick Change Cloak wrote:
... Once a disguise is stored in the cloak, it can be reapplied to the wearer who placed it within the cloak on command, using the original result of the Disguise check
I left out how one stores a disguise, but the gist is that one can store up to three mundane disguises. So the question is if you have the time and an objective observer to "rate" your disguise attempt, could you sit there and take a 20, and then store the disguise, so that you can pop it back out later?
Seems pretty awesome, especially since applying the disguise is usually longer then a std action, but getting it from the cloak is only a std, and you can carry up to three disguises, for 1500gp.
So please don't shoot me if there is already a thread, but the search came up empty.
I'm traveling for Business to Minneapolis in the early July and I was wondering if there are any PFS games run weekly in any FLGS in the downtown area I can drop in on. I usually have a weekly fix up here and I'm not sure I can go a week with out a game :)
If not a game, are there any really great FLGS in the downtown area I should check out while I'm there, I'm always keen on gaming tourism?
I would love to see Varisian Tattoo expanded to include these (in a product or a web enhancement):
You bear intricate tattoos that inspire and empower your natural magic ability. These tattoos mark you as a worker of the ancient traditions of Varisian magic. A Varisian tattoo typically consists of a long string of complex characters from the Thassilonian alphabet.
Benefit: Select a school of magic (other than divination) in which you have Spell Focus, or Elemental Focus—you cast spells from this school at +1 caster level. Additionally, you gain a single spell-like ability usable up to three times per day. The spell-like ability gained (and its Varisian name) are as follows:
Abjuration (avidais): resistance
*Cantrips cut from UM and posted on the blog here.
I know these aren't core, but is there a generally followed set of rules for Gestalt and E# play? There is often a fair bit of discussion, and I find myself only aware of the basic concepts but not some of the taken for granted rules of this kind of play.
Please edumecate me :)
I'm creating a Dwarven cleric, who will be switch hitting between buffing and melee. Is there any good reason to not take the Dwarf alternate racial trait from the APG for Magic Resistance.
The swap of +2 to all saves vs Spells, Spell Like Abilities, and Poison for 5+HD in SR seems pretty decent. Especially as the cleric I can heal myself and see to my own buffs without worry of having to over come my own SR, I only suffer if an ally attempts to buff me.
So any reason not to make the swap?
I've been digging through the Divination school and I can't find any spells that let you:
There are lesser spells like clairvoyance that lets you see what is on the other side of the door, but nothing with the range of Scry.
2) Remotely view an object, locate object is great for finding something lost, but you may want to know the context of the surrounding area before you go bounding after it.
Am I crazy or do these spells just not exist? not even at a high level?
Do they exist in third party stuff?
Folks I'm going over to a friends house to assist in getting their group boot strapped into Pathfinder. None of them have played an RPG in years, and while some have RPG experience, none of it was 3.x, or newer. So I'm just their to be a rules assistant and try and facilitate fun as best I can, I haven't had a chance to actually see the adventure in the box yet, but I wanted to bring over some mini's to use in place of the counters that come with the game.
If anyone wouldn't mind a giving a brief list of the kinds of creatures you see in the initial encounters of the adventure I would appreciate it.
From the Phantasm subschool of Illusion
Bedeviling Aura (Su): At 8th level, you can emit a 30-foot aura that bedevils your enemies with phantasmal assailants. Enemies within this aura move at half speed, are unable to take attacks of opportunity, and are considered to be flanked. This is a mind-affecting effect. You can use this ability for a number of rounds per day equal to your wizard level. These rounds do not need to be consecutive.
Is it a std action to initiate and a std action to continue to use it? Or a free action on your turn to turn it on for a round?
Just wondering for some thoughts, the party has:
Fighter/Magus + rogue/shadowdancer cohort
My current character is a fighter inquisitor in a difficult RP situation, possessed of and possessed by a evil artifact, and persecuted for a *false crime she has fled the country. Her background has is that she has been ill used all her life, and this immediate (perceived) betrayal by her friends has left her quite inclined to get the heck out. So at the moment she has left the kingdom, and is likely beyond help and salvation.
So barring some fiat, I may be rolling up another pc, any thoughts?
Given that you can't take AoO against foes who have concealment against you, and that Improved Blind-Fight only lets "Your melee attacks ignore the miss chance for less than total concealment." is it a correct reading of the rules to say that the blind-fight tree does not allow you to take AoO's against foes with concealment? Is there a feat tree that does?
That's it! The final look at the monsters of Heroes & Monsters. Next week, we'll take one more look at the heroes, and after that, we're off to Varisia to take a very early peek at the Rise of the Runelords!
That is my favourite part of the post, here I thought mini Friday's were done for a few months.
I did some searching before I kicked this thread off, but if there is a better thread out there point me at it.
So I wanted to discuss the APL guidelines in core, and address what should modify it. I realize that APL is only a tool to help GMs build combat encounters, but I often struggle with players blowing away an encounter that should have been tough.
So, the basics,
APL = Average Party Level
So here are some starting points to branch discussion from:
-Are the basics too basic? or is there some number over 6 that would be APL +2, or below 3 that would be APL -2 (ie 1 character?)
-20, 25 point characters increase APL?
-Do Leadership Cohorts, Animal Companions (vs non-scaling animal mounts) increase APL (technically a leadership cohort if treated as a party member could reduce the APL, but assuming they are a facet of the character to whom they are attached, they still really boost the action economy.)
-Experienced Players, I realize this is now a DM fine tuning adjustment, but should you boost the APL?
-Wealth By Level, if your player exceed wealth by level, ie we often build with "High Fantasy" WBL so double the normal values, is that an increase APL
With all of these questions, I think there is a bit of bracketing by level. If your APL is 1-5, then +1 APL is more significant then in a 6-10 APL range.
Anyways I've got a gut feeling on a lot of these, but I thought I would open this up and discuss first.
So this is for the Dueling weapon property in the Pathfinder Society Field guide and not the one in the APG (glaring eyes at editors for two things called the same damn thing.)
Dueling grants a luck bonus = twice the enhancement bonus to a number of combat maneuvers done with the weapon. So the question I have, is it based on the permanent enhancement bonus of the weapon, or improved when Greater Magic Weapon is in effect?
For some raw text:
Dueling Weapon Property:
A dueling weapon bears magical enhancements that makes it particularly effective at performing certain combat maneuvers. When a dueling weapon is used to perform a combat maneuver that utilizes the weapon only (see below), it grants a luck bonus equal to twice its enhancement bonus on the CMB check made to carry out the maneuver. The dueling weapon also grants this same luck bonus to the wielder’s CMD score against these types of combat maneuvers. These combat maneuvers include disarm and trip maneuvers, but not bull rush, grapple, or overrun maneuvers. If you’re using the additional combat maneuvers in the Advanced Player’s Guide, this also includes any dirty trick maneuvers that utilize the weapon, as well as reposition combat maneuvers, but not drag or steal combat maneuvers. Note that this luck bonus stacks with the weapon’s enhancement bonus, which in and of itself adds to CMB checks normally.
greater magic weapon:
This spell functions like magic weapon, except that it gives a weapon an enhancement bonus on attack and damage rolls of +1 per four caster levels (maximum +5). This bonus does not allow a weapon to bypass damage reduction aside from magic.
I'm reading that raw as GMW give the weapon an enhancement bonus, and the the Dueling bonus is based off the weapon's enhancement bonus so it works. Do you think that is RAI?
I know they have been out for a couple days (weeks?) I know because I've been using them and LOVING THEM! Especially the Spell List index. If I could ask one thing, the feat index, it really could use a preview of the feat, maybe on mouse over, or something? The individual feat pages are enormous and take a while to load, and then jump to the anchor link.
So I have a tank (Uber Barbarian) who is on the brink of death at level 20, and I wanted to have a back up character in the tank. We are a small party (Barb, Rogue, Cleric, NPC Paladin) so if we lose the Barbarian we need muscle to come back in. We've always been short on Arcane magic, so I thought I might be able to do Summoner and split the difference. SO I am not looking for the most amazing super char opt eidolon, but I want to make sure I'm not missing anything obvious.
So here goes:
Aurume: Base for Quadruped
For the remaining 7 I was thinking:
Before Magic Items and Spells I see something that looks like this:
Str: 32 Con: 20 Dex: 18
From a magic item perspective I'm looking at:
Am I missing an thing obvious (something I would have learned if I played the class 1-20 instead of para-shooting in at the top)
I realize rule 1, and DM prerogative are always assumed as a pretext to any new rule book. That being said, while I like these rules a lot, I would love to see a preface or side bar similar to the one found for the gunslinger. Heck, even the preface to the playtest has this kind of warning.
My reasoning for that, is I see some players wanting to "make there own race" for every character they play, and I know that is something I wouldn't allow in my game. I see this as an excellent tool for making a home brew world, or introducing a new race into a campaign, but to be used judiciously at a campaign level, and not on a character by character basis. So I see a good spot for a side bar suggestion various ways to integrate these rules. Some other examples might be:
Malleable Morphology: Your campaign setting includes a wide and diverse set of peoples. With centuries of interbreeding, and tinkering by powerful wizards your characters heritage is his own, and cultural norms like bigotry and stereotypes are centric around racial types like fey, or reptilian, and not specific races. Players within this campaign may build their character's race with the degree of customization that they might select their character stats through point buy. The DM will indicate the power level for his campaign.
Ancient Lost Race...
Anyways, just some usage / integration ideas.
I'm just going to assume this is never going to be PFS legal?
Just wondering if there were any explicit rules on touch spells that affect multiple targets, and movement during the casting. Specifically if you could use your Std action to cast the spell, and then your move action to touch your allies moving up to your base move so you can reach them all. Just finding it tactically difficult to pull off the communal spells since none of them increased the range to "no two targets more then 25' apart" which is the typical buff range.
Found this thread over in the play test:
http://paizo.com/paizo/messageboards/paizoPublishing/olderProducts/advanced PlayersGuidePlaytest/finalPlaytest/oracleOfNature&page=1&source=sea rch#0
Just wondering if anyone had tried it out?
(Summarizing to avoid making people read)
At level 1, an Oracle with the Nature Mystery making the permanent choice of selecting spells from the Druid Spell list or the Cleric Spell List.
And going one step further, if they choose the Druid spell list, giving them the Summon Nature's Ally spells for free in lieu of the Cure spells.
Wondering if anyone has done this as a house rule, and how did it work out?
I've been wondering if Communal spells should just be a restrictive metamagic feat?
This feat may be applied to any spells with a range of touch and a saving throw of Will Neg. (Harmless)
The duration of the spell can be divided between a number of creatures up to your caster level any way you chose, all targets must be touching.
This spell takes up a slot of one level higher.
I have a small tool box with a similar liner, that I have drafted into service as a minis box. It is perfect as a player, I have the couple of minis for my heroes and cohorts, plus my pencils and one set of dice all safe, and compact. I recommend this or something like it to anyone.
I'm just finding myself on the site of the 100th time this week, checking my downloads, which I KNOW won't be updated until I get the email saying my subscription has shipped, by dangit I'm anxious.
Anyone else worn out the F5 key waiting for their PDFs?
I was looking at Arcane trickster and noticed that the requirements are a little abnormal for a spell casting prestige class. Basically it is Mage hand + one other 2nd level arcane spell, not the ability to cast as 2nd level arcane spells, just one 2nd level spell.
So would a haunted oracle at be eligible after level 5? He has Mage Hand, Ghost Sound, Minor Image and Levitate. Assuming he meets the skills requirement, would that be sufficient, or do they become divine spells for the oracle?
So a trap like the "Empowered Disintegration Trap" from the SRD uses its own perception to target foes, lets just say the rogue stumbles around the corner into a long corridor with a sinister disintegration trap at the far end (Max range of true seeing 120'.)
Lets suppose the Rogue has his trap sense, does he make his perception check DC 33 against the first square that could be targeted in the corridor, or against the trap some 120' away, (at a +12 DC.)
Considering a like Rogue of appropriate level for that trap will be ~level 16, so have a bonus to perception checks of +27-30 (16+8+3+Wis). Making the 33 quite an easy feat, and the 45 less so.
To make matters worse, if the corridor is unlit and the rogue doesn't have darkvision 120' would that provide the trap total concealment against the rogue jacking the DC by 40 (invisible/not moving?)
Does that all make sense?
Not sure if this shouldn't go some where else in the forum, but under the guise of padding out Carrion Crown with some extra haunts I thought I would offer a thread for people to craft and discuss some new haunts. I will (maybe as president) wrap mine in spoiler tag, so players can maybe not look at their own GMs?
If these walls could talk...:
Haunt Name: If these walls could talk... (CR 6)
When an innocent is slain, and there a none to give witness to the crime, then justice cannot be done. Those spirits rest ill at ease knowing their murderers have gone free, but there is always one witness, the cold silent stones, and it is those spirits who give the stones a voice.
Alignment and Area: CE or LG (vengeance vs justice) one room or building made primarily of stone no more then 30' x 30'
Caster Level: 12
Notice: Perception DC 17 (to hear the sound of the stones preparing to speak)
Weakness: A silence prevents the stones from imparting their quest upon their witness, while the silence is in effect a subject cannot become victim to the haunts geas.
Reset: One day
Effect: The murmuring rises until it fills the room with a cacophony of voices, each voice unique, slow, low and gravely. Most repeat some monotonous mantra, in the halls of a church the simple prayers, in a prison cell the pleas of innocence. Some spout inane gibberish, but there is always one, one marked by the spill of innocent blood that cries out for vengeance. Anyone who hears the haunt is over come with the tales of woe, and are subject to a geas. They are bound by the geas to bring to justice or revenge the slain spirit that powers the haunt.
Destruction: To destroy this haunt permanently, the geas of the stones must be completed (either by choice or compulsion.) If the geas is discharged by means of magic this does not fulfill the destruction requirements.
Haunt Name: (CR )
Alignment and Area:
Credit where it is due, my inspiration comes from Jonathan Swift and Mr Norel, and the first magic we see Norel cast which causes (although not by geas but interest and bordom) Mr. Honeyfoot to dedicate a great deal of time to bringing justice to a crime.
Out of the box, Carrion Crown screams for players to play clerics and paladins. When it comes to undead slaying there really is no parallel.
My quandary is that if you have a party with a PC playing a cleric who runs about channeling positive energy to damage undead, and a paladin who smites the tar out of the BBEGs (while being immune to many of the nastier bits of undead, like fear, disease, etc.) Do you end up making the AP less fun for the other three players in your group (now known as the spectators.)
In most APs, there isn't a single class whose abilities are always shinning, (that being said, the end of Second Darkness was a little demon heavy and not a few bosses went down to the paladin's aura of justice.)
In CC, it really feels like those to characters risk "having all the fun."
Am I being crazy here?
Is there any way, other then being a rogue, to disable a magical trap with the disable device, I realize it is frowned upon to "give core class abilities via magic" but does their exist a feat, or magic items that grants that ability?