I tried to look over these forums, but the quantity of threads on D20 pro is overwhelming.
I already watched the tutorials on the site and would like to try it,but also like to know something before handing out the money.
It looks good from the videos,but i haven't got if a guy can use more than one char with a single 10$ licence or not.
Any info or advice will be useful.
Its damage type depends on the dragon scale you have as a material component.
But how do GMs out there decide how many players can have? and what type?
Usually material components for wizards are negligible (at least, i never bother with them, unless their cost is important or particularly high); this is not the case!
I don't think you can just go into a dragon's lair and ask the owner if he has some spare scale "you don't happen to have some dried scale from last time you changed skin do you?"
It is important either what type of scale the caster has at hand when casting the spell, and if you allow the players to simply buy them,how much you charge?
Plague of Shadows has been out for almost two years,and i think i read someone that wanted to post the statblock of Elyana, the starring char,but never found any.
I tried to stat her myself,waiting for her second adventure,but have had some problems because the first book doesn't say a lot about her:
she is a ranger, her initial favored enemy are surely humans and she has a mare as animal companion (Persaily if i remember correctly).
What isn't clear is:
What languages does she speak ? (it isn't important,but one would like to know when filling the sheet)
What is her fighting style ? (in the book she rocks both at arcery and TWF)
What her gear? (she says she has a strenght-enhancing bracer i think,but shouldn't that be a belt of giant str.? ; plus she has the ring that opens the portal to the shadow plane,but how to create such an item with herolab?)
In the end i left her at 1st level, if anyone has suggestion on how to add her levels they'll be welcome.
I'm looking some possibilities on how to make an encounter harder without actually boosting the creature's CR.
My party (male aasimar paladin 8 – male human fighter 8 – female half elf wizard 8 – female half elf druid 8 – female tiefling rogue 8 – male dwarf cleric Pharasma 8) will soon face an unknown menace that is corrupting an elven forest.
The corruptor is a Nuckalevee , and he is angering local tribes (boggards and marsh giants who don't know about the evil fey), driving them toward civilized seetlements near the forest.
I know i want the party to be forced to investigate around the part of the forest where the evil fey is
spreading plagues, just so the encounter isn't an old style hack'n slash, which will be very short given the group,my question is, how?
Since i already decided the BBEG (the Nuckalevee) will have minions (enslaved/corrupted giants and boggards) i'm a bit reluctant about simply boosting its CR.
I thought i can make the encounter longer and harder by having the BBEG opening several sources of some foul liquid all around, and each one'll give it additional powers (one is controlling its minions,since it doesn't have such ability) ; the party will weaken it by closing/destroying the sources.
Now i'm not sure how many new powers to give to it,or which should they be, so i'ld like some advices.
All i know is i want the BBEG to be near to invincible without closing at least some sources,i'll be sure to tell the party they have very little chance, if ever, of defeating it otherwise.
I'm aware i already asked something similar days ago, but my time schedule didn't allowed me to work much on this idea.
I hope this goes here.
As for the title, i would like a software to quickly create settlements with the expanded rules from the Advanced GM Guide.
Anyone knows of one out there?
My party is in a Kyonin like settings (home-made campaign) and in the middle of a corrupted section of an elven magical forest.
The general plot should involve a fey turned evil and wanting to destroy the habitat and its occupant (other feys, tribes of various monstrous humanoids).
I was searching through the bestiaries and believe i found the perfect creature for what i need; the Nuckelavee (bestiary 3 pp 203); my doubts are:
How the hell is it pronounced (English not being my mother lang) ?
What would be an interesting and challenging way to use it?
The party doing this quest :
Aasimar paladin 8
Human fighter 8
Dwarf cleric of Pharasma 8
Half elf wizard (invocker) 8
Half elf druid 8
Tiefling rogue 8
Of course the main creature should not be alone,given the power of the party.I'm still fleshing out the details but would like some advices to make it more fun.
I know Bethesda is working on TES Online, but i'm not a MMORPG'er so i want to share some thought on the solo titles; pity i only played Oblivion and Skyrim and read what Morrorwind was about.
Never saw Daggerfall or Arena, if not on youtube.
I loved Oblivion, and still playing Skyrim; what bothered me in both games is the fact they don't give the player a general guideline,something that says to the game "i'm playing as a rogue" or "as a fighter".
I started both games with a female bosmer rogue/archer, and ended up being the leader of all guilds (fighters,thieves,mages,assassins); i would like to tell the current leader of a guild "I'm an archer, i don't know how to wear a heavy armor" or "I'm not able to cast even the most simple apprentice spell" so to be able to finish the dialogue saying "You wanna thank me????? Just give me money and items, i don't want to be your leader!!!!!!"
Another weirdness: you can solve all quests of all the guilds by simply hacking at whatever moves!!!!!!!!!! even mages quests; these are quests for a mage? design them so they can only be solved by a
mage .......the same goes for the thieves guild
Skyrim does better in this regard, especially with the dark brotherhood line of quests. One the task to learn master Restoration spells also can only be attained by having high mage levels, but that is all.
The skill/leveling system???? It is great......til level 30 more or less ; after which i'ld like to have to choose how to go on: i'm an archer? then i can go as high as 100 on archery related skills (light armor,stealth,maybe one hand) and be limited to 70 in similar skills (in the above example, other roguish skills) ; for any other skill the system should limit you to 40-50 max ; you are playing as a ranger/rogue.......you cannot be a demigod in everything.
I repeat, i love these games and couldn't leave the PC once Dragonborn DLC was released, not until i had completed it; but they can be made a little more logic.
I hope there will be a TESVI title.....i heard it could be located in Valenwood.
Am i the only one to think so about this marvelous saga?
The focus of my question are Mithral and Adamantium, but any will do.
A player i know for a lifetime always wants to start from level 3-4 (both when playing and GMing) because we always assumed that starting equip can be whatever you want as long as you have the money, and he always begins with mithral armor/shields when playing a class with the right proficiences.
I always tried to keep mithral/adamantium at balance, saying that it isn't just a matter of wealth by level or items availability by the settlement:
but i don't want to argue over this,and he just keeps buying armor/weapons crafted in special materials whenever he has the money.
Do other masters allow mithral/Adamantium/cold iron etc. once the party has the wealth by level for them or they require the party to go questing for one? Or they just roll for them in random loot?
PS: Of course i require him to actually be at a market/shop/whatever and i check for item availability % ; if that fails he isn't going to get mithral armor or such, but he is the type who'll argue over it ("I have the level and the money,and the town has the item available by items limit, so you should let me buy it"), while i'm not going to.
I've presented this sheet i made for my home games last year.
Since i kept improving it (and hope i translated it to English the right way) i'ld like to hear opinions, as usual.
It is still non class specific,about 12-13 pages.
Didn't know how to name the thread, because of the idiocy of my problem,but i found nothing on the matter.
Here is the fact: my party recently killed a marsh giant barbarian and got among the treasure his weapon.....a large +1 ogre hook like tool the monster were using two handed (according to herolab,the weapon was a two hand even for a marsh giant).
Now the question my party asked is "Who in the nine hells will ever buy this .....thing??????"
They aren't entirely wrong i'm afraid;unless herolab assumed it was used two handed while being a one hand weapon for the giant (in which case it'll be a large weapon and a two handed for a human) it is a useless loot.
None of my PCs is going to use it, and before simply say "the local grocer'll buy it as usual" (and this'll be nonsense) i'ld like to ask how other GM deal with weird magical weapons selling, or weird magical items in general.
In case of a doubt, here it is the creature using the tool:
Marsh Giant Barbarian:
Giant,Marsh, Barbarian CR 9
XP 6400
Giant, Marsh Barbarian 2
CE Large Humanoid (giant)
Init +3; Senses low-light vision; Perception +11
--------------------
Defense
--------------------
AC 22, touch 13, flat-footed 18 (+3 Dex, -1 size, +9 natural, +1 dodge)
hp 124 (2d12+12d8+56)
Fort +15, Ref +7, Will +8
Defensive Abilities rock catching, uncanny dodge
--------------------
Offense
--------------------
Speed 50 ft., swimming (20 feet)
Melee +1 Ogre hook +19/+14/+9 (2d8+13/x3) and
Slam x2 (Giant, Marsh) +13 x2 (1d6+4/x2)
Space 10 ft.; Reach 10 ft.
Special Attacks rage (10 rounds/day), rage powers (knockback [1/round]), rock throwing (120 feet)
Spell-Like Abilities Augury (3/day), Bestow Curse (3/day), Fog Cloud (3/day)
--------------------
Statistics
--------------------
Str 27, Dex 17, Con 19, Int 8, Wis 15, Cha 12
Base Atk +11; CMB +20 (+22 Sundering); CMD 34 (36 vs. Sunder)
Feats Combat Reflexes (4 AoO/round), Dodge, Improved Iron Will (1/day), Improved Sunder, Iron Will, Power Attack -3/+6, Vital Strike
Skills Acrobatics +3 (+11 jump), Fly +1, Intimidate +7, Perception +11, Stealth +5 (+13 in swamps), Survival +8, Swim +16 Modifiers +8 stealth in swamps
Languages Boggard, Giant
SQ fast movement +10
Other Gear +1 Ogre hook, You have no money!
--------------------
Special Abilities
--------------------
+8 Stealth in swamps (Ex) You gain a bonus to Stealth Checks under the listed conditions.
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Improved Iron Will (1/day) Can re-roll a Will save, but must take the second result.
Improved Sunder You don't provoke attacks of opportunity when sundering.
Knockback (1/round) (Ex) While raging, can bull rush in place of an att, dealing a little dam.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Rage (10 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Rock Catching (Ex) You can catch rocks that are thrown at you with a successful Reflex save.
Rock Throwing (120 feet) (Ex) You can throw big rocks. They hurt.
Swimming (20 feet) You have a Swim speed.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
Vital Strike Standard action: x2 weapon damage dice.
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.
First of all, better i tell it right from the beginning that i'm running a campaign of 2 people;i do the gming and run three chars and my player runs the other three; homemade setting (similar to Forgotten Realms).
The chars are (and their level as for now):
F elf magus 7 – M human TWF fighter 7 – M dwarf cleric of Pharasma 7 – M Aasimar paladin 7
F human sorcerer/draconic bloodline 7 – F tiefling rogue 7
I'm not here to explain why the group of 2 (as usual,old group disbanding because of RL,marriages,different work schedules and so on).
My player asked me to create a campaign that makes use of true names (i hate true names,they are too restrictive,you usually have to go out of your head to explain why someone actually got to learn one and there are virtually no defenses agaist them.)
He gave me a story in which the PC are initially slaves of a crazy mage who delights in binding and breeding experiments with outsiders, and the PCs should have been the next, only they escaped with the help of one devil claiming to be the mother of the group's tiefling, and she makes it clear straight away that she knows the true names of each one of the PCs. I said “maybe you are exagerating” but he was sure he can handle his part of the story,pity after few days he asked me to do all the gming because he no longer could (i know i know, no need to get vulgar).
Anyway i took the party from 3 to 7 and through these events:
They started in a Qadira/Katapesh nation as fleeing slaves,and were tracked down by associates of the crazy mage (which was slain by the other guy knows who) that want to know what he was about.
They discovered a way to leave the nation;a noble whose daughter was abducted by gnolls slavers asked them to save his girl (she herself was on a trip to discover ancient secrets of a tomb.)They found the gnolls camp but the enemies were a lot.There were also a F elf cleric of Calistria (we are using Golarion deities for simplicity's sake) as a potential ally, but in the ensuing dialogues the player was incautious and the cleric was also captured and illtreated (to put it kindly).Another ally was a Lamia also enslaved by the gnolls chieftain, and she helped the PCs wiping out the slave camp. (not going too much into details, it would be too long).They saved the cleric and the noble's daughter.
The cleric of Calistria was there,posing a slaver herself, to gather info from a human man slave merchant (suspected of kidnapping elves from her place) but since he died during the fights with the gnolls she could only turn back to her home (she'll be encounterd again, for a quest Calistria herself will force on the group to take revenge for what her cleric had to endure).
They then took the other girl on her trip to the tombs, where after a dungeon everyone where caught in a forgotten portal and taken to a demiplane; inside it they discovered that millennia before their time two empires were on war when the emperor of one (human necro-very original i know) tried to win by cheating on a drow house worshiper of Abraxas.
One drow,a wizard, offered to this emperor a way to have the power to win over his enemy (a great wyrm red dragon) with a spell that in his intentions should have made him invincible. But something went wrong as during the ritual they were interrupted by a rival drow house and the spell backfired, creating that demiplane inside which this ancient war has never ended.The chars discovered all this because the lord of this tomb was the drow wizard that started everything (now a very underpowered lich, and about to end his days).His fear is that the original spell will soon end,releasing the demiplane and all of its occupant back in the world (a lot of CR 15+ drows and undeads plus the emperor -now a CR 20+ lich- and of course the ancient great wyrm red dragon,you can guess the CR)
Once back in the desert,the pc's suffered other attacks by assassins/creatures summoned to get them back to the mages running the place but managed to escape.
What they don't know is that the drow had the true names of both the emperor and the dragon,they meant to use them to make them slaves of Abraxas (while the emperor thought he was going to cheat on the demon lord, in reality it was the other way around-he intended to gain the power he needed through a pact with Abraxas only to deceive him once made invincible by the mage) but lost their occasion with the backfire of that spell.
Now the chars managed to escape the desert nation and are in major city occupied by troops from a nearby country which is the remnant of the empire they saw in that demiplane (think of it as Taldor but with more evil tendencies).This army is here to recruit (willing or not) mercenaries to help against barbarian horeds from the east and the north, but of course the chars want to stay as little as possible,as they plans are to pass through the elven nation just few hours north of this city.
Anyway, long story short; i'm now at the point in which i have too many quests and subquests running around in my head but i don't seem to be able to give them an order, or more generally how to go on, and the game has been still for some time now.
To end this wall of text,here are the main quests i can think of atm:
There really is a slave trade of elves going on the city, and the owner of the local temple of Calistria wants to end it (that elven girl cleric from before is also here, and is still traumatized). The family of the merchant slain back at the gnolls camp came to know of his death and through means both magical and mundane also discovered the presence of the chars and that cleric, so is now planning revenge (and probably to capture alive the magus of the group,being her an elf)
In the nearby elven nation drows and orcs are secretly plotting agaisnt the empire (the orcs) and the elves (the drows).They took over a village on a far border of the forest with a surprise raid and estabilished a HQ there; Orcs are also working with an officer of (the empire similar to Taldor) to lure patrols there and capture them aided by the drows debilitating attacks. (Drows here are mostly shadowdancers or assassins, with a chief cleric; orcs are almost only barbarians).
Drows have a powerful backup: a young adult green dragon CR11 that repels/kills any creature not suitable for capturing alive in exchange for the gear of the captives. (Of course this HQ is shielded against divination, so folk have to phisically go there to check).
The presence of the drows and orcs is altering the balance of the forest, and fey are increasingly restless. (the pcs will surely have to grow in power before attempting to storm the HQ, or they'll be wiped out, so this is a hook to give them more side quests around the forest).
After this part of the campaign pcs should see that drows are still searching for the scrolls of the True Names their ancestors had prepared to enslave the necro emperor and the red wyrm, and should begin exploring the underdark (general name for the classic setting deep beneath the earth) in order to get to the scrolls before them.
If you had the patience of reading everything i hope i was clear enough (English not being my first lang), and that i gave sufficient info.
I'm 71 Mystic Knight and doing post dragon content (after defeating Grigori).
Already gathered all the 20 wakestones, but haven't handed them yet;would have liked to try the UR Dragon but not sure if i have chances against it.
Have read online it can be faced in multiplayer,but as far as i know the game has no multiplayer, so maybe i mis-interpreted the forum?
This is my source but if someone here has already defeated it some advice would be appreciated.
Maybe yesterday i used the wrong title, or maybe i'm the only one.
But am really interested in seeing other fans of these marvelous action figures.
Mine are:
GX 01R Mazinger Z
GX 02R Great Mazinger
GX 25 Garada K7
GX 26 Doublas M2
GX 09 Minerva X
GX 12MA Venus A Angel
GX 49 Shin Mazinger Z (God Scrander Punch mode)
GX 51 Getter Dragon (OVA version)
GX 04S Grendizer (Complete Spazers set)
GX 23 Zambot 3
GX 53 Daitarn 3
GX 59 Daltanious
And a Mazinkaiser action figure from don't remember which producer (not Bandai anyway).
And am looking forward to the Emperor God Sigma figure, pity it costs about 239 US (more the 200 €)
I'm debating with a friend whether a ranger can add feats from his combat style only when he has to pick a combat style feat (and as such ignoring the prerequisites).
He keeps saying he read (in the APG)the ranger can choose those feats even at char level feat choices (lvl 1,3,5 etc,) so out of combat style pick, and still ignoring prerequisites.
Her weapon is listed as a +1 flaming ranseur in the Gear section and as a +3 flaming ranseur in the Melee section.
I can guess the right one is the +3 version looking at her CR of 15, but maybe i'm missing something?
The spell says an invisible creature can cut the ropes to drop a rope bridge,remotely trigger traps,summon monsters and having them attack etc. without losing the invisible condition.
And, as for the title,if an invisible PC wants to throw a tanglefoot bag at a foe? It isn't a direct attack (it doesn't inflict damage) but it requires a ranged touch attack.
It was my turn as player, and it came out as i wanted to hold a foe in place, since he constantly used the withdraw maneuver.My F elf magus was invisible and she were going to throw the tanglefoot bag, but in the end the cleric solved the problem with a Hold person spell,but my doubt remained.
Corebook says "Elf or Half-elf" but is any elf subtype good?
I could probably be doing it as i like, but rules are rules, and i need a drow arcane archer NPC.
This question from a player of mine caught me off guard,i admit.
He is creating an oracle (charisma based caster,no preparing spells at morning) as a backup PC, and he is currently playing a sorcerer, he really hates having to decide what spells to memorize once awakened.
Anyway, he asked whether with a metamagic feat his pc could decide anytime during the day which spell to apply it to, since he has no need to prepare spells.
Since all of his experience of metamagic spells comes from NeverwinterNights 2, i thought in a real table game things wouldn't have been so easy; or i'm afraid being able to cast a powered or extended or silent spell right away while a wizard has to decide which spell to modify at the beginning of a day would give the sorcerer a too greater edge?
And of course he knows the spells and only choose the most useful (but he only focus on combat spells), so he has anyway the best options for a given situation.
Hope i was clear enough, English being a second lang for me.
1: SR
Does it help against continuous damage spells, like Acid Arrow? You have to roll to bypass SR when the spell first hits,but in the subsequent rounds ? Do you have to roll each time in your turn or the spell clings to the target w/out checking for SR from that point on.?
2: CL
Can a caster choose to cast spells with a lowered CL ? For example a lvl 8 wizard wants to cast a lvl 3 Magic Missile so to inflict less dam. ; is this possible?
So, there is this guy playing a dwarf cleric.
The dwarven racial proficiency says Dwarves are proficient with battleaxes,heavy picks and warhammers,and treat any weapon with the word "dwarven" in its name as a martial weapon.
He wanted his cleric to have a dwarven waraxe (as the corebook names the weapon) but the cleric doesn't give the PC the martial weapon proficiency for such a weapon,and the racial trait doesn't say dwarves are automatically proficient with dwarven warxes.
It says dwarf treat dwarven warxes as martial weapons for the purpose of choosing the feats right?
So if a dwarf cleric wants to have Weapon focus (dwarven waraxe), does he have to take the martial weapon proficiency before (spending a feat slot) or does he already have it from the race?
Didn't know how to exactly put it in the title,but i'm creating the king of an elven nation in my campaign.
I want him to be a very powerful mage and after looking some example from Golarion stuff (Queen Telandia Edasseril and Alicavniss Vonnarc) i noticed their possessions don't include the spellbook.
Now, i know how to add spells to a wizard's spellbook, and i know how many spells he gets with every level up, but that applies when you roll a new level 1 PC; even a 15th level or higher wizard would have to decide which spells are on his spellbook when the PC is created (he doesn't begin with all spells in the setting just because he is high level does him?).
But when creating an NPC that, being a king, should have greater resources i should also know how many spells he knows; and surely he will know more that those he he has by only leveling.
Are the extra spell taken by his char wealth per level?
Or is completely up to me?
I just dled it and only played throu the intro, so cannot still say.
Only things i saw added so far are new enemies (Gargoyles,Shadow mastiff,a new breed of vampires) and the crossbow (really missed it!!!!!!!!!).
Yesterday my party did some quick math and in the end complained that their equip is underpowered for their levels, while for me it completely the other way around.
Anyway i strictly follow what the tables say as to what treasure giving them with each encounter (obviously not every encoun. gives loot).
The last session they stayed in a village for over a week upgrading their magic items and crafting new ones when needed,and each one of them still has well over 2000-2500 gold left after that.
Defense
AC 20 ,Touch 14 ,Flat footed 17 ( Armor +6, Dex+3, Deflection +1 Size )
HP 48 (6d8+6+4+6 )
Fortitude +7 , Reflexes +8 , Will +5 (+7 vs. fear)
DR no ; Immune no ; SR no
Weakness no
Possessions +1 Scimitar ; +2 Chain shirt ; Cloak of resistance +1 ; potion of Shield ; 2x potion of Cure light wounds ;
potion of Owl's wisdom ; Ring of protection +1 ; Bag of holding type I ;
Male dwarf cleric (Pharasma) 6:
NG (medium humanoid,dwarf)
Initiative +1 ; Senses darkvision 60 ft ; Perception +6
Traits Anatomist– Undead slayer
Defense
AC 21 ,Touch 11 ,Flat footed 20 ( Armor +7, Dex+1, Shield +2, Natural +1 Size )
HP 46 (6d8+12 )
Fortitude +7 , Reflexes +3 , Will +9
DR no ; Immune no ; SR no
Weakness no
Offense
Speed 20 ft
Melee +1 Dwarven waraxe +7 (1d10+2/x3)
Ranged Mw crossbow,heavy +6 (1d10/19-20 x2)
Space med.creature ; Reach 5ft
Special attacks Domains (Death-Healing) / Channel positive en. 3xday (3d6/save will DC13)
Spells (CL5 ; Concentration +13 )
3rd level : Magic circle against evil ; Dispel magic ; Prayer ; Cure serious wounds (D)
2nd level : Bull's strength ; Sound burst ; Hold person ; Aid ; Cure moderate wounds (D)
1st level : Endure elements; Protection from evil ; Bless ; Shield of faith ; Cure light wounds (D)
Orisons : Create water ; Detect magic ; Resistance ; Stabilize
Statistics
Str 12 ,Dex 12 , Con 14 , Int 12 , Wis 19 , Cha 10
BaB +4 ; CMB +5 ; CMD 16 (20 vs bull rush/trip attempts)
Defense
AC 22 ,Touch 14 ,Flat footed 18 ( Armor +7, Dex+3, Shield +1, Dodge+1, Size )
HP 55 (6d10+12 )
Fortitude +7 , Reflexes +5 , Will +3 (+5 vs fear)
DR no ; Immune no ; SR no
Weakness no
Offense
Speed 30ft
Melee +1 Two-bladed sword (two handed) +14/+9 (1d8+10/19-20 x2) or
+1 Two-bladed sword (two weapons fighting) +12/+7 - +12/+7 (1d8+8-1d8+8/19-20 x2)
Ranged mw composite longbow (str +2) +9 (1d8+2/x3)
Space med.creature ; Reach 5ft
Special attacks no
Spells no
Statistics
Str 18 ,Dex 17 , Con 14 , Int 10 , Wis 12 , Cha 8
BaB +6/+1 ; CMB +10 ; CMD 23
Feats Exotic wepons proficiency (two bladed sword), Weapon focus two bladed sword, Dodge, Two weapons fighting,
Two weapons defense, Weapon specialization two bladed sword, Double slice, Improved two weapons fighting
SQ Bravery+2; Armor training 1; Weapon training (blades,heavy) 1
Possessions +1 Two-bladed sword ; +1 breastplate ; Gauntlets of ogre power +2 str ; potion of Protection from evil ;
potion of Enlarge person ; 5xpotion of Cure light wounds ; potion of Cure moderate wounds
Defense
AC 20 ,Touch 16 ,Flat footed 15 ( Armor +4, Dex+4, Dodge+1, Deflection +1 Size, +1 vs traps)
HP 42 (6d8+6)
Fortitude +4 , Reflexes +10 (+12 traps) , Will +3
DR no ; Immune no ; SR no ; Resistances Fire 5, Cold 5, Electricity 5
Weakness no
Offense
Speed 30 ft
Melee mw rapier +10 (1d6+1/18-20 x2)
Ranged mw composite shortbow (str+1) +9 (1d6+1/x3)
Space med.creature ; Reach 5ft
Special attacks Sneak attack 3d6 + bleed
Spell-like ability ( CL5 ; Concentration +6 ) Darkness 1xday
Statistics
Str 12 , Dex 18 , Con 12 , Int 14 , Wis 10 , Cha 12
BaB +4 ; CMB +4 ; CMD 19
Feats Improved initiative, Dodge, Mobility
Skills Acrobatics +18, Escape artist +12, Disguise+6, Disable device +13(+15 traps), Ride +5, Knowledge local +8, Diplomacy +8, Perform dance+6, Stealth +14, Intimidate+8, Sense motive+9, Perception +9 (+11 traps), Bluff +11
Sleight of hands+9, Climb +6, Survival+1, UMD+8, Appraise+6
Possessions Mithral chain shirt ; mw rapier ; Ring of resistance +1 mw composite shortbow (str+1);Boots of tumbling +5 ; potion of Cat's grace ; 2x potion of Cure light wounds ; potion of Endure elements ;
Amulet of deflection +1
Male aasimar paladin 6:
LG (medium outsider, native)
Initiative +1 ; Senses darkvision 60 ft ; Perception +7
Traits Anatomist – Flame of the Dawnflower
Defense
AC 26 ,Touch 12 ,Flat footed 24 ( Armor +11,Shield+3, Dex+1, Dodge+1 Size)
HP 56 (6d8+12)
Fortitude +10 , Reflexes +6, Will +9
DR no ; Immune no ; SR no ; Resistances Acid 5, Cold 5, Electricity 5
Weakness no
Offense
Speed 20 ft
Melee +1 scimitar +10/+5 (1d6+3/18-20 x2)
Ranged mw composite longbow (str+1) +8/+3 (1d8+1/x3)
Space med.creature ; Reach 5ft
Special attacks Smite evil (+3 attack/+5 dam, against evil creatures); Channel positive energy (3d6 // save will DC15)
Spell-like ability ( CL5 ; Concentration +8 ) Daylight 1xday
Spells ( CL2 ; Concentration +5 )
1st level Lesser restoration; Grace
Statistics
Str 15 , Dex 13 , Con 14 , Int 12 , Wis 12 , Cha 16
BaB +6/+1 ; CMB +8 ; CMD 19
SQ Mercy (Sickened,Diseased) ;Aura of good; Detect evil ; Divine grace; Lay on hands 5x day; Aura of courage; Divine health; Channel positive energy; Divine bond (bonded weapon)
Possessions +2 Full plate; +1 scimitar ; +1 steel shield,heavy ;mw composite longtbow (str+1);
potion of Cure moderate wounds ; 2x potion of Cure light wounds
Female human sorcerer (draconic bloodline) 6:
NG (medium humanoid, human)
Initiative +2 ; Senses Perception +2
Traits Indomitable faith – World traveler
Defense
AC 17 ,Touch 12, Flat footed 15 ( Armor +4, Dex+2, Natural+1 Size )
HP 35 (6d6+6 )
Fortitude +4 , Reflexes +5 , Will +6
DR no ; Immune no ; SR no ; Resistances Fire 5
Weakness no
This has been something of an urban legend around here, and i would like to know if someone else noticed it or even exploited it at some point.
This twist on the rules was based on the old ed of D&D basic, the one with the 5 colored boxes : Basic,Expert,Companion,Master and Immortal if their names hasn't been changed from the original print, i don't know.
Anyway, back in those days a wizard (any class except Elves,Halflings and Dwarves) could go as high as 36th level.
Now, Magic Missile was still a level 1 spell,only it did 1d6+1 per bolt and released 2 additional bolts/5 levels (3 bolts-level 6 / 5 bolts-level 11 / 7 bolts-level 16 and so on....for a total of 15 bolts -level 36)
Now the fun part: this spell could be hold in stand by while the mage casted another charge. He could stack charges on one another while casting the next ones.
A charge could be hold for 1 turn, or 10 rounds, but a 36th level wizzy could memorize 9 level 9 slots, so to cast all of them in the first 9 rounds while the already casted waited.
This means a wizard could stack 135 magic missiles, releasing all of them in the 9th round (after casting the last), that can be fired on the same target and automatically hit, for a total of 135d6+135 damage.
As far as i remember there was no SR in that ruleset.
I would like to share something that happened during the last session at my weekend game.
And to know if you think i did well or i could handle things differently.
Scenario:Warning, offensive content:
My players are a female elf magus, a male dwarf cleric of Pharasma, a male aasimar paladin, female tiefling rogue, female human sorcerer (draconic bloodline) and a male human fighter (TWF);the party alignment is good centered (many CG, one true N,one NG and one LG)
They are in a Katapesh/Osirion like setting (home -made world) and they were, in the last session, going again a whole ruined village in which gnoll slavers made their camp/slave auction.
A girl (human bard 4 NPC) they needed to escort during a trip has been captured by the gnolls and is now chained and naked in a cage, waiting for a "customer".
The camp included a small market in which the gnolls sold the items/gear they stripped off the people they captured, a giant building containing luxury rooms to put the girls on display and an arena for fights and other forms of fun with the slaves ( all this crap i wrote just to build up the sense of urgency in the PC to destroy the gnolls camp and free the slaves ).
But there were a whole lot of gnolls: about 80 of them,many regular CR1, but more or less 20 CR 4 elite and one CR 6 barbarian chieftain.The PC were all 5 at that time (now they are all 6) and immediately realized they had no chances of taking on the entire camp at once,but again i had planned several occasions to create a diversion, and there were some capable NPC around to be discovered and befriended, so to have an ally during the decisive fights.
The NPC were:
Xaisha - CE Lamia ,regular CR 6.She has been captured by the gnolls chieftain, but instead of killing her outright, he offered her a deal:to help him subduing the slaves with her mind-affecting skills and in exchange the gnolls won't eat her.Of course she obeyed by force, but wasn't happy and took the opportunity to talk in secrecy with the PCs.
The bodyguards of some of the real customers there to buy the girls.Just normal level 4-5 warrior, but they could be talked into changing side (they aren't of evil alignment, just mercenary paid to watch over the merchants).
Jhalisiel - CN female elf cleric of Calistria 5. She was there acting as a customer to try setting free the enslaved girls, and she was waiting for an occasion of getting help, just like the PCs.
What happened
Seeing a female elf around there the PC asked her who she was and what she is doing in such a place.Of course Jhalisiel, fearing that the conversation could arouse suspicions, told the PCs not to bother her (she couldn't know it, but the rogue, the cleric and the paladin made their Perception and noticed her Calistrian symbols under her cloak). But Xaisha too saw the conversation, and seeing the diversion she needed alerted some elite gnolls,who went after Jhalisiel.
Meanwhile the gnoll chieftain were talking with the tiefling PC about organizing an arena fight between a gladiator/slave of his and the party's fighter, whom the gnoll believed a bodyguard of the party's rogue (who was posing as the slave merchant).
When the fight was going to begin the gnolls that Xaisha sent after the elven girl rushed into the arena with an unconscious Jhalisiel, only to drop her at the chieftain's feet.
He slapped her to wake her and had her talk about the real reason of her presence, then in front of the audience he had the gnolls pin her down to the ground; afterward she was stripped completed naked and sexually harassed before being hung to a torturing rack and whipped until she passed out again. (I didn't thought of getting this far, but looking at the gnoll's behavior i could not save her taking in account the gnoll chieftain was there to offer a “show” for his customers). The PCs were there also (except the paladin, he stayed with their caravan watching their goods) and they just kept saying “To hell with this, we cannot help her now or else we'll end up doing her company”.
But it wasn't ended.
Next morning the PCs were still trying to figure how to create a diversion to sneak into the arena and getting to the chieftain's rooms when i said them they were again hearing screams of pain and shame coming from inside the arena: Xaisha contacted the chars and said them the chief ordered some of his gladiator slaves to rape Jhalisiel,and the Lamia was happy with it,since the raping of the elven cleric would have given them the time to create a diversion.
In the end
The chars again said “We cannot just rush in the arena weapons clanging and shouting to save that elf, we still won't stand a chance.Let's do your plan”(So the idea wasn't even theirs)
Xaisha knew of the lair of a basilisc nearby, they just needed to drive it out of his hole without being turned to stone, and they managed it.The lamia then used her Charm monster ability to throw the beast on some of the gnolls. Soon a lot of gnolls were being turned to stone and others were trying to fight back.
Xaisha convinced the second in command that it was the merchant's doing, so to create a diversion and flee with some of the “goods” (slaves) so another fight begun in another part of the village (many merchants and their bodyguards were slain along with other elite gnolls).
With all of this fighting the chars managed to get into the arena and fought the chieftain and only a few on his elite guards,slaughtering them and “saving” Jhalisiel.
Now, they managed to free the enslaved girls (including the one they needed to, the bard) and destroy the auction, but my general feeling has been that they shouldn't have acted like this. A lot of NPC were sacrified ,not to talk of what poor Jhalisiel had to go throught.
Do any of you think i should have forced things to have the PCs captured instead?
Or that there were another way to save the elven girl?
The player cannot make up his mind on how to go on with his paladin: he would like to have every feat in the various books but of course he cannot.
At the moment he is most undecided whether to keep with the Power attack chain or switch to the shield chain (but not for TWFing with the shield, he doesn't have the dex for it).
He is also asking if the new aasimar racial feats from ARG or Blood of Angels are worth considering.
His PC as he is now:
male aasimar paladin 6
LG (medium outsider, native)
Initiative +1 ; Senses darkvision 60 ft ; Perception +7
Traits Anatomist – Flame of the Dawnflower
Defense
AC 24 ,Touch 12 ,Flat footed 22 ( Armor +9,Shield+3, Dex+1, Dodge+1 Size)
HP 56 (6d8+12)
Fortitude +10 , Reflexes +6, Will +9
DR no ; Immune no ; SR no ; Resistances Acid 5, Cold 5, Electricity 5
Weakness no
Offense
Speed 20 ft
Melee +1 scimitar +10/+5 (1d6+3/18-20 x2)
Ranged mw composite longbow (str+1) +8/+3 (1d8+1/x3)
Space med.creature ; Reach 5ft
Special attacks Smite evil (+3 attack/+5 dam, against evil creatures); Channel positive energy (3d6 // save will DC15)
Spell-like ability ( CL5 ; Concentration +8 ) Daylight 1xday
Spells ( CL2 ; Concentration +5 )
1st level Lesser restoration; Grace Statistics
Str 15 , Dex 13 , Con 14 , Int 12 , Wis 12 , Cha 16
BaB +6/+1 ; CMB +8 ; CMD 19
One player of mine asked to buy an item of permanent "Shield" spell, and i answered it isn't in the corebook, so he would have had to made a custom one.
We looked at the item creation table for a "continuos spell effect" item, and by rules it would seem such an item only costs 4000 gp (CL[1]xspell level[1]x2000 x2[spell its duration is measured in minutes/level])=4000 market price, so only 2000 production.
My doubt is that such item is unbalancing (permanent +4 shield bonus and immunity to magic missiles)and since there isn't one in the already-made items maybe it is because it cannot be done,but rules don't specifically deny it.
I know lately i have been spamming with help requestes, i apologize if i'm getting boring.
The fact is my experience in GMing the d20 after OGL came out is all from 3.5, and i thought PF would have been more or less the same.
I tried GMing some sessions of Carrion Crown or Second Darkness, but being official material the AP have pregenerated CR for encounters.
So i began running a game in a world of my design, and so is the story, but i'm seeing i cannot come up with challenging encounters.
I follow what the tables says and i add minions if the main bad guy is alone ( group of six ),but till now they just killed every encounter the tables said should have been a difficult one like a walk in the park.
So far i mainly used melee encounters, and maybe i understimated the party's strenght so i'm doing a last attempt at throwing at the group a combat and stealth focused quest, before trying with a full casters/undeads dungeon.
Actually my PCs are all well into 5 and not far from 6; they are in a Katapesh/Osirion like setting and trying to free a village overcome by gnolls raiders/slavers :
CR i'm using for the gnolls:
The leader is a barbarian 6 with augmented statblock (20 pnts) and pc-like equip,fighting with one handed/board and TWF
There are also about 10 elite gnolls bodyguard CR4 (also with augmented stats) and 50+ regular CR1 gnolls.
I know i cannot expect them to take all the village at once;it is mainly an infiltration and intelligence mission.There will be allies to be found among the enslaved people,but i'm trying to make things difficult for a change.
The other dungeon i still have to finish the design, but the final boss should be this:
BBEG:
Drow conjurer 6 turned lich CR 8
XP 4800
NE (medium undead, elf)
Initiative +3 ; Senses Darkvision 120ft ,Perception+11
Aura fear (60feet / will DC16)
Defense
AC 19,Touch 14 ,Flat footed 15 ( Dex+3, Natural+5, Deflection +1, Size)
HP 39 (6d6+18 )
Fortitude +1 , Reflexes +5 , Will +8
DR 15/bludgeoning and magic ; Immune magical sleep ,electricity,cold,undead traits ; channel resist+4 SR 12
Vulnerability light blindness
Offence
Speed 30 feet
Meele touch +2 (1d8+3 plus Paralyzing touch)
+1 shortsword +3 (1d6 /19-20 x2)
Space med.creature ; Reach 5ft
Special attacks Aura of fear (60feet / will DC16) / Paralyzing touch (fortitude DC16)
Acid dart ranged touch attack,8x day (1d6+3 acid)
Spells (CL 6 ; concentration+15 )
3°: Summon monster III x2, Protection from energy, Fireball (reflexes DC17)
2°: Acid arrow x2 (2d4 acid x 2rounds), Summon monster II, Mirror image, See invisibility
1°:Protection from law, Mage armor, Summon monster I x2, Magic missile x2 (3 missiles)
0°:Acid splash (1d3 acid) , Resistance, Detect magic, Flare
SQ Arcane bond (fiendish cat),Scribe scrolls, Arcane school (conjuration),Opposite schools (Transmutation, Necromancy),Cantrips,+2 will vs enchantment,Poison expert,Rejuvenation, Summoner's charm (+3 round),
Possessions +1 shortsword , Ring of protection +1 , mw handcrossbow (400oro), Rod of Undetectable Alignment , Wizard scroll 2° Levitate x2 , Wizard scroll 2° Summon monster II, Wizard scroll 2° Flaming sphere
Defense
AC 18 ,Touch 13 ,Flat footed 15 ( Armor +5, Dex+3, Size )
HP 42 (5d8+5+4+5 )
Fortitude +6 , Reflexes +7 , Will +4 (+6 vs. fear)
DR no ; Immune no ; SR no
Weakness no
Possessions +1 scimitar ; +1 chain shirt ; Cloak of resistance +1 ; potion of Shield ; 2x potion of Cure light wounds ;
potion of Owl's wisdom
Male dwarf cleric of Pharasma 5:
NG (medium humanoid,dwarf)
Initiative +1 ; Senses darkvision 60 ft ; Perception +5
Traits Anatomist– Undead slayer
Defense
AC 21 ,Touch 11 ,Flat footed 20 ( Armor +7, Dex+1, Shield +2, Natural +1 Size )
HP 40 (5d8+10 )
Fortitude +6 , Reflexes +2 , Will +8
DR no ; Immune no ; SR no
Weakness no
Offense
Speed 20 ft
Melee dwarven waraxe +5 (1d10+1/x3)
Space med.creature ; Reach 5ft
Special attacks Domains (Death-Healing) / Channel positive en. 3xday (3d6/save will DC12)
Spells (CL5 ; Concentration +13 )
3rd level : Magic circle against evil ; Dispel magic ; Cure serious wounds (D)
2nd level : Bull's strength ; Sound burst ; Hold person ; Cure moderate wounds (D)
1st level : Endure elements; Protection from evil ; Bless ; Shield of faith ; Cure light wounds (D)
Orisons : Create water ; Detect magic ; Resistance ; Stabilize
Statistics
Str 12 ,Dex 12 , Con 14 , Int 12 , Wis 19 , Cha 10
BaB +3 ; CMB +4 ; CMD 15 (19 vs bull rush/trip attempts)
Defense
AC 22 ,Touch 14 ,Flat footed 18 ( Armor +7, Dex+3, Shield +1, Dodge+1, Size )
HP 48 (5d10+10 )
Fortitude +6 , Reflexes +4 , Will +2 (+3 vs fear)
DR no ; Immune no ; SR no
Weakness no
Offense
Speed 30ft
Melee mw sword,two-bladed (two handed) +12 (1d8+9/19-20 x2) or
mw sword,two-bladed (two weapons fighting)+10/+10 (1d8+7-1d8+7/19-20 x2)
Ranged mw composite longbow (str +2) +9 (1d8+2/x3)
Space med.creature ; Reach 5ft
Special attacks no
Spells no
Statistics
Str 18 ,Dex 17 , Con 14 , Int 10 , Wis 12 , Cha 8
BaB +5 ; CMB +9 ; CMD 22
Feats Exotic wepons proficiency (two bladed sword), Weapon focus two bladed sword, Dodge, Two weapons fighting,
Two weapons defense, Weapon specialization two bladed sword, Double slice
SQ Bravery+1; Armor training 1; Weapon training (blades,heavy) 1
Possessions Mw two bladed sword ; +1 breastplate ; Gauntlets of ogre power +2 str ; potion of Protection from evil ;
potion of Enlarge person ; 5xpotion of Cure light wounds ; potion of Cure moderate wounds
Defense
AC 19 ,Touch 15 ,Flat footed 14 ( Armor +4, Dex+4, Dodge+1 Size, +1 vs traps)
HP 35 (5d8+5)
Fortitude +3 , Reflexes +9 (+10 traps) , Will +2
DR no ; Immune no ; SR no ; Resistances Fire 5, Cold 5, Electricity 5
Weakness no
Possessions Mithral chain shirt ; mw rapier ; Ring of resistance +1 ;mw composite shortbow (str+1);
Boots of tumbling +5 ; potion of Cat's grace ; 2x potion of Cure light wounds ; potion of Endure elements
Male aasimar paladin 5:
LG (medium outsider, native)
Initiative +2 ; Senses darkvision 60 ft ; Perception +6
Traits Anatomist – Flame of the Dawnflower
Defense
AC 24 ,Touch 12 ,Flat footed 22 ( Armor +9,Shield+3, Dex+1, Dodge+1 Size)
HP 46 (5d8+10)
Fortitude +9 , Reflexes +5, Will +8
DR no ; Immune no ; SR no ; Resistances Acid 5, Cold 5, Electricity 5
Weakness no
Offense
Speed 20 ft
Melee +1 scimitar +9 (1d6+3/18-20 x2)
Ranged mw composite longbow (str+1) +6 (1d8+1/x3)
Space med.creature ; Reach 5ft
Special attacks Smite evil (+3 attack/+5 dam, against evil creatures); Channel positive energy (3d6 // save will DC15)
Spell-like ability ( CL5 ; Concentration +8 ) Daylight 1xday
Spells ( CL2 ; Concentration +5 )
1st level Lesser restoration; Grace
Statistics
Str 15 , Dex 13 , Con 14 , Int 12 , Wis 12 , Cha 16
BaB +5 ; CMB +7 ; CMD 18
SQ Mercy (Sickened) ;Aura of good; Detect evil ; Divine grace; Lay on hands 5x day; Aura of courage; Divine health;
Channel positive energy; Divine bond (bonded weapon)
Possessions Full plate; +1 scimitar ; +1 steel shield,heavy ;mw composite longtbow (str+1);
potion of Cure moderate wounds ; 2x potion of Cure light wounds
Female sorcerer draconic bloodline 5:
NG (medium humanoid, human)
Initiative +2 ; Senses Perception +2
Traits Indomitable faith – World traveler
Defense
AC 17 ,Touch 12, Flat footed 15 ( Armor +4, Dex+2, Natural+1 Size )
HP 31 (5d6+5 )
Fortitude +3 , Reflexes +4 , Will +5
DR no ; Immune no ; SR no ; Resistances Fire 5
Weakness no
The fighter in my party is going all TWF, and as such he uses a lot the +1 shield bonus to AC granted by the Two weapons defense feat,but we often discuss whether this shield bonus is added to touch AC or not.
I know a shield bonus doesn't add to touch AC, but this isn't a real shield right? I see this more as a dodge bonus (you are good at deflecting attacks while wielding two weapons).
In the end, for me it adds to touch AC, for the other guy it doesn't.
Who is right? I couldn't find an answer on the Corebook.
I don't need it,i just wanted to try and build a very powerful fighter,but so far we are still playing at low levels, so i'ld need to know if it is usable or if an appropriate CR will make short work of it.
I made the assuption that a NPC starts at CR-1 compared to a PC,then used a point buy reserved for PCs (20) as well as giving him gear for a PC of the same level, so final CR should be 21 (20-1+1+1).
I mean,really.
Where are elven weapons? and orc weapons?
Corebook only describes one for each: elven curve blade and orc double axe.
There are no more, not even in the UC or ARG.
The fact is i'm pondering having my players drop their current PCs to play an alternate reality quest in the campaign i'm running; the players should have to roll up temporary PCs for this quest and one asked to play an orc,and he wants to give him racial weapons, only we weren't able to find any, and he doesn't want the double axe (totally illogical weapon).
I was designing a magical melee weapon, and i wanted it to cast Slow on the target on each succesfull hit.
It is a lvl 3 spell and the min. CL to cast it should be 5, looking at the table on page 550 corebook i read:
spell level x caster level x 2000.
Then, the note below says "If the continuos item has an effect based on a spell with a duration measured in rounds,multiply the cost by 4".
So it is spell level(3) x caster level(5) x 2000 x4 ?
That is 120,000 gold only the slowing effect, w/out counting the rest of the weapon.
Did i read the rules right?
I was planning one of the BBEG for the campaign i'm running (house-made) and ran into something i didn't think could be an obstacle.
The evil boss in particular is a great wyrm red dragon CR22; once i finished his stats i began working on his treasure, but found the corebook gives very little details on how to design dragon's hoards (or how to design every treasure to tell the truth).
The rules only give the medium gold value of a given treasure for a given encounter's CR and then you have to decide how much is money, how much is art/jewels/etc and how many magic items there are.
The value progression even stops at CR20 and i couldn't find suggestions on how to go further.
I used the basic production cost from the Corebook,but don't know if i'm missing something or the final weapon is too cheap.
For the slow effect i used the minimum caster level required for the spell, which is far lower than the caster level needed for all the other properties.
masterwork flail 308 gp
+3 enchantment 18000 gp
flaming property +2000 gp
frost property +2000 gp
corrosive property +2000 gp
slow spell on target after each succesfull hit (will DC14) 30000 gp
enchantment cost 54308 x 1,5 (for many different properties)
total production cost 81500 gp
I'm GMing a RL pathfinder game in a home setting,and one of my players wanted to try the magus.
We are experienced in both GMing and playing,but this is our first time trying a magus at a table game,and the player wants to be sure his char rocks.
The magus just got 4th level and so far she (female elf) did great, but in the first 3 lvls CRs were relatively easy;the player would like to advance her more as a melee support, while i'm more for arcane blaster,since the other party arcane, a draconic sorcerer, isn't optimazed for spellcasting.
The build so far:
Shaldleara:
Female elf magus 4 ; traits (Focus. mind)(Corageous)
Str 16 Dex 16 Con 12 Int 16 Wis 8 Cha 10
HP 31
Initiative +3
BaB +3 ; CMB +6 ; CMD 19
AC 18 (+1 Chain shirt) Touch 13 ; FF 15
Saves (fort+6 ; Ref+5 ; Will+4)-included Cloak of resistance +1
In my party there is a level 4 fighter that chose the twf style fighter,but with a double bladed sword,an exotic weapon.
He is currently walking through any encounter like it isn't even there;when he has to move, while reaching his target he changes grip from two weapons fighter to two handed,landing a heavy blow.He then changes back to two weapons and takes a full round attack finishing off the (poor) foe.
My doubt comes from the rules for double weapons;yes, you can change grip and with a +1 min. BaB you can change a weapon for free during a move action,but how it works for a double sword? Can you really change from twf to two handed as a free action when you are already in melee? I also know changing weapons doesn't give AoO.
Full build:
male human fighter 4
traits (anatomist) (adopted-elven reflexes)
Str 16 Dex 17 Con 14 Int 10 Wis 12 Cha 8
HP 38; BaB +4; CMB +7; CMD 20; AC 22
initiative +5
fort +6 ref +4 will +2 (bravery +1)
handle animals +3; ride +7; knowledge dungeoneering +4; intimidate +5
linguistic +1; swim +8; perception +1; climb +8; survival +8
lvl 1 feat-exotic weapon profic. two bladed sword
fighter bonus feat-dodge
human bonus feat-two weapons fighting
lvl 2 fighter bonus feat-weapon focus two bladed sword
lvl 3 feat-two weapons defense
lvl 4 fighter bonus feat-weapon specialization two bladed sword
(one hand) mw two bladed sword +9 (1d8+5 19-20 x2)
(two handed) mw two bladed sword +9 (1d8+6 19-20 x2)
(two weapons) mw two bladed sword +7/+7 (1d8+5/1d8+3 19-20 x2)
My group actually is composed of:
lvl 3 male Aasimar paladin
lvl 3 male dwarf cleric of Pharasma
lvl 3 male human fighter (TWF style)
lvl 3 female elf magus
lvl 3 female human sorcerer (draconic bloodline)
lvl 3 female tiefling rogue
They are currently in a Katapesh like setting (homebrew) and involved in an intrigue between the church of Sarenrae and the government.My plan will propably be to offer them the choice of imprisonment or facing a trial,during which i'm thinking of sending them against a young magma dragon CR8.
They will soon be APL 4, and during the whole quest they will probably reach 5 before the dragon fight, but i'm not sure whether a single CR8 dragon is too much or too easy for them.
I'm pretty sure this has already been discussed,but i don't find what i really need.
Soon i could need a home rule to prevent a couple of spellcasters from casting their spells,a magus and a sorcerer.
It is still hypothetical,but i'm pondering the possibility of having my party captured/enslaved soon or in upcoming quests,but now the problems i'm having is how to do it.
I know a GM must be extra careful when handling such situations,and the real concern isn't to arrange for a cool escape,but how to keep the spellcasters imprisoned for awhile.
When a player asked me, i told him "of course there are ways of keeping you from casting your spells...or else when a BBEG captures the PCs,and it happens sometimes,the only other possible choice to be sure you won't cast the spells you still have memorized is outright killing you"
When and if it will happen however i'll need to know what such ways are;
a sorcerer (draconic bloodline if this is important)is a pain in this regard,since she already has Eschew materials and if he takes Still spells and Silence spells....i don't want to think at that;for the magus it should be enough to strip her (female elf) of spellbook/components bags,but she will still have memorized slots, and can still take the aforementioned feats.
I thought of maybe some necklace that casts a personal anti-magic field and is person-specific,so it wouldn't work on other spellcasters,but maybe i'm overacting with designing such an item? Isn't it too powerful?
I was a player in this game when the GM had to drop it,but now he is back and is recruiting again,not sure how many,you'll have to ask him.
As for the details:
The campaign is in an arabian like setting (something like The thousand and one nights) and it develops on different stages.
The opened stages when the GM had to leave for family issues were "the voyages of the princess Parizade" (the main campaign) and "Chattel" (a spin off).
I'm looking for players for Chattel,in which PCs are initially slaves shackled in a cargo hold traveling among slave markets.
Whatever your PCs background/race/class,he/she will begin with a few rags,if ever, covering his/her modesty and nothing else (of course it is a game filled with mature themes);this was the starting sequence,but you'll begin a bit later,when the caravan has been attacked by desert bandits and some slaves managed to break free from their bonds,they are still in the wagon,naked and harmless though,and they have to escape surviving the bandits,slavers and desert.
The game uses Monte Cook's Arcana Evolved rules,which is very similar to 3,5/PF.
The GM is Llowellen on the Obsidian Portal forum for more info.
Thanks for considering.
I'll repropose the char.sheet i'm working on to use for my home games,as i'm still working on it,and added new pages for equip slots.
Original sheet XP/Combat traking Equip slots,female this is both in Italian and English,just scroll down.
Equip slots,male this is both in Italian and English,just scroll down.
Silly challenge:
Stat up the magic potion brewed by the druid which lives in Asterix's village,Panoramix.
Yes, the one in which Obelix fell when he was a little baby and drank so much that its effects are permanent for him.
Already posted this sheet (10 pages,non-class specific)
Had some minor issue to correct as well as translate some voice left in original lang by mistake.
Plus added the record of events and expanded treasures and rewards pages.
It still lacks fancy but i think it is very functional,hope you like it.
I know there are quite a lot of italian people here, and some of them is a regular pbpster.I would like to run a PbP game in our language,but not on Paizo's forum,as they don't allow languages other than English.
Already found a site which enables pbp in Italian, called PbPMap,would put a link but first i should see if there is enough interest.
As for what to run:I would be inclined to run an AP,that will save me some time.APs i have :
Coucil of Thieves -books 1&2
Second Darkness -all books
Kingmaker -all books
Serpent Skull -all books
Carrion Crown -all books
Jade Regent -all books
Just created a Dragon account but hasn't tried it yet (only because the trailer said free to play MMO).
Not a fan of MMO myself but this seemed intriguing,but would like to know more than just looking at the trailer before actually play.
Anyone already playing it?