Is there a list/table/thing of base skill DCs in the core rulebook? It's been too dang long and I'm trying to get a good footing for starting off a 1st level game.
This burnished bronze crown is adorned with blood-covered skulls.
Item Slot: Head -- 1,800 gp
Property: Gain a +5 item bonus to defenses and saves vs. powers with the fear keyword cast by dragons.
Property (Daily): Gain a +2 item bonus to AC and Will defense until the end of the encounter.
Heartripper Blade -- Level 3+
Spoiler:
A hateful and wicked looking weapon, black smoke wafts off the blade.
Lvl 3 -- +1 -- 680 gp
Lvl 8 -- +2 -- 8,400 gp
Lvl 13 -- +3 -- 17,000 gp
Lvl 18 -- +4 -- 85,000 gp
Lvl 23 -- +5 -- 425,000 gp
Lvl 28 -- +6 -- 2,125,000 gp
Weapon: Light blade
Enhancement: Attack and damage rolls.
Critical: +1d6 fire damage per plus.
Property: Whenever you reduce an enemy to 0 or fewer hit points, gain temporary hit points equal to the weapon's enhancement bonus.
Property (Daily): Whenever you reduce an enemy to 0 or fewer hit points, heal a number of hit points equal to your healing surge value plus the weapon's enhancement.
Grasp of Droskar -- Level 4
Spoiler:
This blackened iron gauntlet seethes with vile power.
Item Slot: Hands -- 840 gp
Property: Gain a +2 item bonus to Intimidate checks.
Property (Daily): Free Action. On a successful melee attack, both you and the target take 2d10 fire and necrotic damage.
Any comments or suggestions would be very helpful.
Ok, let's say we have an 11th level sorcerer with a black draconic bloodline. Now, said sorcerer gets his claws (pardon the pun) on a pair of +1 flaming spiked gauntlets. Assuming a Strength of 14, if he were to make a full attack with his claws, what would the damage look like?
This: 1d6 + 2 plus 1d6 acid
Or this: 1d6 + 3 plus 1d6 fire plus 1d6 acid
Does the sorcerer add extra damage from other sources to his claw damage, or is there no way to add an extra oomph the the claws?
EDIT: Does the inverse also apply? Can the sorcerer add the additional 1d6 acid damage to his gauntlet attacks?
What with Adamant Entertainment putting out angelic and vermin lord pacts, I thought I'd try my hand at it too, so I'm working on the dragontouched pact. I'm mainly trying to adapt the dragonfire adept from Dragon Magic into 4E without coming up with an entire new class. Considering how the dragonfire adept was, essentially, the warlock with a different flavor and attack shape, a warlock pact seemed the way to go.
That said, I do have a question: I'm trying to create a controller warlock as opposed to a striker with this pact. Is that a feasible endeavor or should the controller be the sole purview of the wizard?
Philip Snyder aka NChance(RPG Superstar 2009 Top 16)
How will we be notified as per our entries? Will everyone be told at the same time, or will some be told sooner than others? Just wondering and in no way, shape, or form trying to placate any paranoia...
I have a PC in my gaming group who's a half-orc, wields a non-masterwork spiked chain, and worships Cayden Cailean. The party has just started into D1, and I suspect they'll be dealing with the
Spoiler:
forge spurned
either in the next session or the one soon after.
Spoiler:
The forge spurned effectively has a +3 flaming spiked chain as per the Soul Chain ability and its 30 links. Despite the armor and attack bonus, I'm willing to put money on this PC in particular wanting to destroy it (big anti-slavery back story). So, instead of not rewarding good RP, I was debating that when the PC sunders the chain, some of the trapped spirits pass through it, imbuing it with some of their power. Looking through the Second Darkness Player's Guide, Luthier's Rapier looks like a pretty nice item. Considering that if they sold the chain (which would have repercussions all its own) they'd get 24,000 gp, an RP-based treasure that costs about 5,000 gp doesn't seem so bad. I may knock the +4 to Charisma and versus fear off until it gets fitted with a ruby, but all in all, not a bad "trade".
Any thoughts or insight would be greatly appreciated.
The quote the rage ability "Starting at 1st level, a barbarian gains a number of rage points equal to 4 + her Constitution modifier. At each level after 1st, she gains an additional number of rage points equal to 2 + her Constitution modifier." Now does "at each level after 1st" mean any class, or only barbarian levels? Does a barbarian with a 14 Con who takes a level in fighter at second level have 6 or 10 rage points?
So, I've been recently working on updating the thaumaturge base class for the PRPG, mainly due to the two prominent thaumaturges in the Rise of the Runelords AP. As such, I decided to update the given domains in the back of the "Armies of the Abyss" book. So here they are. They should be balanced with the rest of the Pathfinder domains, but I really don't know, hence my asking you, the forum goers, for your input. Thanks in advance.
Catastrophe Domain
Spoiler:
Patrons: Deskari, Groetus, Rovagug
1st Level Ability - Catastrophic Pall (Su): You can give a creature a catastrophic pall as a melee touch attack. The target takes a -1 penalty to their saving throws equal for one minute. This penalty increases by 1 for every five levels you possess. A creature can only be affected by your catastrophic pall once per day.
2nd Level Ability - Doom (Sp): You can cast doom 1/day per 2 caster levels you possess.
4th Level Ability - Shatter (Sp): You can cast shatter 1/day.
8th Level Ability - Avoid Catastrophe (Su): When caught in the area of effect of one of your own spells that allows a Reflex save for half damage, you take no damage on a successful save and half damage on a failed save.
12th Level Ability - Control Weather (Sp): You can cast control weather 1/day.
16th Level Ability - Earthquake (Sp): You can cast earthquake 1/day.
20th Level Ability - Storm of Vengeance (Sp): You can cast storm of vengeance 1/day.
Change Domain
Spoiler:
Patrons: Haagenti, Jubilex, Valani
1st Level Ability - Mutable Form (Su): You gain a +1 enhancement bonus to one physical ability score (Strength, Dexterity, or Constitution). This bonus increases by +1 for every 5 caster levels you possess, to a maximum of +5 at 20th level. You can change this bonus to a new physical ability score when you prepare spells.
2nd Level Ability - Enlarge Person (Sp): You can cast enlarge person 1/day per 2 caster levels you possess.
4th Level Ability - Gaseous Form (Sp): You can cast gaseous form 1/day.
8th Level Ability - Control Shift (Su): You are immune to confusion or similar effects. Further, if you successfully save against baleful polymorph cast upon you, you may take control of the spell as if it were polymorph self (Treat it as polymorph self to determine duration, possible forms, and so on).
12th Level Ability - Transmute Rock to Mud(Sp): You can cast transmute rock to mud 1/day.
16th Level Ability - Transmute Metal to Wood (Sp): You can cast transmute metal to wood 1/day.
20th Level Ability - Shapechange (Sp): You can cast shapechange 1/day.
Crippling Domain
Spoiler:
Patrons: Achaekek, Kostchtchie, Shax, Zon-kuthon
1st Level Ability - Crippling Strike (Su): As a full-round action, you can make a single melee attack against an opponent with a bonus equal to ½ your caster level (minimum 1). If this attack hits, the target must make a Fortitude save (DC 10 + half your caster level + your Constitution modifier) or become dazed for one round.
2nd Level Ability - Doom (Sp): You can cast doom 1/day per 2 caster levels you possess.
4th Level Ability - Hold Person (Sp): You can cast hold person 1/day.
8th Level Ability - Withering Touch (Su): As a full-round action, you can make a single melee touch attack against an opponent. If this attack hits, the target must make a Fortitude save (DC 10 + half your caster level + your Constitution modifier). If the target fails its save, you wither one of its limbs, bestowing either a -2 penalty to attack and damage rolls (minimum +0) or a 5 ft penalty to all movement speeds (minimum 0 ft) for one round per caster level you possess. Penalties from multiple withering touches stack.
12th Level Ability - Enervation(Sp): You can cast enervation 3/day.
16th Level Ability - Waves of Fatigue (Sp): You can cast waves of fatigue 1/day.
20th Level Ability - Implosion (Sp): You can cast implosion 1/day.
1st Level Ability - Sickening Touch (Su): You can cause a living creature to become sickened as a melee touch attack. This ability has no effect on creatures of higher level than you or with more HD. This effect lasts one round per caster level. Once a creature has been affected by your sickening strike, he is immune to its effect for 1 day.
2nd Level Ability - Ray of Enfeeblement (Sp): You can cast ray of enfeeblement 1/day per 2 caster levels you possess.
4th Level Ability - Summon Swarm (Sp): You can cast summon swarm (rat swarm only) 1/day.
8th Level Ability - Disease Harbinger (Su): You become immune to ability damage or drain caused by any disease, though you still carry them and suffer any superficial effects (boils, odors, sores, and so on). Also, a number of times per day equal to half your caster level (rounded down), you can imbue a spell that deals hit point damage to be resistant to healing. Any creatures targeted by this ability cannot heal the damage dealt by the augmented spell until they receive either a heal, remove disease, or are treated by a DC 10 + half your caster level + your Charisma modifier Heal check. Once a creature has been affected by this ability, it is immune to its effects for 1 day.
12th Level Ability - Eyebite (Sp): You can cast eyebite 1/day.
16th Level Ability - Regenerate (Sp): You can cast regenerate 1/day.
20th Level Ability - Energy Drain (Sp): You can cast energy drain 1/day.
1st Level Ability - Graceful Caress (Su): You can touch a creature as a standard action, giving it a bonus to a single Dexterity- or Charisma-based skill check or ability check equal to your caster level. This bonus lasts 3 rounds or until it is used. Once a creature has benefited from a graceful caress, it gains no further benefit from this ability for one hour.
2nd Level Ability - Charm Person (Sp): You can cast charm person 1/day per 2 caster levels you possess.
4th Level Ability - Enthrall (Sp): You can cast enthrall 1/day.
8th Level Ability - Divine Elegance (Su): You gain a bonus equal to your Charisma modifier on all saving throws. In addition, you may use your Charisma modifier instead of your Wisdom modifier for your Will saves.
12th Level Ability - Mass Eagle's Splendor (Sp): You can cast mass eagle's splendor 1/day.
16th Level Ability - Geas/Quest (Sp): You can cast geas/quest 1/day.
20th Level Ability - Dominate Monster (Sp): You can cast dominate monster 1/day.
Fear Domain
Spoiler:
Patrons: Lamashtu
1st Level Ability - Fearful Touch (Su): You can cause a living creature to become shaken as a melee touch attack. This ability has no effect on creatures of higher level than you or with more HD. This effect lasts one round per caster level. Once a creature has been affected by your fearful touch, he is immune to its effect for 1 day.
2nd Level Ability - Cause Fear (Sp): You can cast cause fear 1/day per 2 caster levels you possess.
4th Level Ability - Scare (Sp): You can cast scare 1/day.
8th Level Ability - Heighten Fear (Su): You become immune to fear (magical or otherwise). Also, as a melee touch attack you can increase any fear effect that you caused in a creature. A shaken creature becomes frightened, a frightened creature begins cowering, and a cowering creature becomes panicked. This ability has no effect on panicked creatures or creatures that are not under any fear effects.
12th Level Ability - Phantasmal Killer (Sp): You can cast phantasmal killer 1/day.
16th Level Ability - Symbol of Fear (Sp): You can cast symbol of fear 1/day.
20th Level Ability - Wail of the Banshee (Sp): You can cast wail of the banshee 1/day.
1st Level Ability - Crueler Cut (Su): As a full-round action, you may make a single melee or ranged attack against a foe. If the attack is successful, you deal extra damage equal to you caster level and the target must make a Fortitude save (DC 10 + your caster level + Constitution modifier) or suffer a -1 penalty to attack and damage rolls and skill checks for 1 round per caster level you possess.
2nd Level Ability - Chill Touch (Sp): You can cast chill touch 1/day per 2 caster levels you possess.
4th Level Ability - Inflict Moderate Wounds (Sp): You can cast inflict moderate wounds 1/day.
8th Level Ability - Wracking Mantle (Su): A mantle of black energy surrounds you for a number of rounds per day equal to your caster level. While the wracking mantle is in effect, any adjacent foe striking you with a melee weapon takes 1d6 points of damage +1 per two caster levels you possess. These rounds do not need to be consecutive.
12th Level Ability - Harm (Sp): You can cast harm 1/day.
16th Level Ability - Destruction (Sp): You can cast destruction 1/day.
20th Level Ability - Horrid Wilting (Sp): You can cast horrid wilting 1/day.
1st Level Ability - Alluring Touch (Su): You can touch a creature as a standard action, granting it a bonus to single Bluff, Diplomacy, Perform, or Sense Motive check equal to your caster level +1. This bonus lasts 3 rounds or until it is used. Once a creature has benefited from your alluring touch, it gains no further benefit from this ability for 1 hour.
2nd Level Ability - Charm Person (Sp): You can cast charm person 1/day per 2 caster levels you possess.
4th Level Ability - Hideous Laughter (Sp): You can cast hideous laughter 1/day.
8th Level Ability - Ecstasy Aura (Su): You can emit a 30-ft aura of ecstasy for a number of rounds per day equal to your caster level. Creatures in the aura other than you take a -2 penalty on attack rolls and AC. These rounds do not need to be consecutive.
12th Level Ability - Symbol of Persuasion (Sp): You can cast symbol of persuasion 1/day.
16th Level Ability - Regenerate (Sp): You can cast regenerate 1/day.
20th Level Ability - Irresistible Dance (Sp): You can cast irresistible dance 1/day.
Prophecy Domain
Spoiler:
Patrons: Nethys, Pharasma
1st Level Ability - Prophetic Touch (Su): You can touch a creature as a standard action, granting it a bonus on all attack rolls equal to your half your caster level rounded down (minimum +1) for one round. Once a creature has benefited from your prophetic touch, it gains no further benefit from this ability for 24 hours.
2nd Level Ability - True Strike (Sp): You can cast true strike 1/day per 2 caster levels you possess.
4th Level Ability - Augury (Sp): You can cast augury 1/day.
8th Level Ability - Fate Armor (Su): A swirling armor of fate can surround you for a number of rounds per day equal to your caster level. While your fate armor is in effect, you gain a deflection bonus to your AC equal to half your level rounded down. These rounds do not need to be consecutive.
12th Level Ability - Divination (Sp): You can cast divination 3/day.
16th Level Ability - Greater Scrying (Sp): You can cast greater scrying 1/day.
20th Level Ability - Foresight (Sp): You can cast foresight 1/day.
Subterfuge Domain
Spoiler:
Patrons: Baalzebul, Norgorber, Shax
1st Level Ability - Touch of Falsehood (Su): You can touch a creature as a standard action, granting it either a bonus or a penalty equal to your caster level on Bluff or Sense Motive checks for one minute. Once a creature has been affected by your touch of falsehood, it is immune to its effect for 1 hour.
2nd Level Ability - Disguise Self (Sp): You can cast disguise self 1/day per 2 caster levels you possess.
4th Level Ability - Alter Self (Sp): You can cast alter self 1/day.
8th Level Ability - Aura of Misdirection (Su): You can emit a 30-ft aura of misdirection for a number of rounds per day equal to your caster level. You and all allies in the area gain a +1 luck bonus to your AC and a 10% mischance against ranged attacks for every 4 caster levels you possess. These rounds do not need to be consecutive.
12th Level Ability - Mislead (Sp): You can cast mislead 1/day.
16th Level Ability - Mass Invisibility (Sp): You can cast mass invisibility 1/day.
20th Level Ability - Mind Blank (Sp): You can cast mind blank 1/day.
Hello everyone. I'm going to be running a campaign using the final Alpha playtest of the Pathfinder System (we'll be upgrading to the official version next August). It looks like the campaign is gonna be mostly set in the Darkmoon Vale. That said, has anyone had any issues running these modules with the new system? I've got a party of five players, so I'm going to be bumping the encounters up some as it is already, but any specific points any other DM's could share would be most appreciated.
Will poster created content and/or beta-testing material be credited in the final release of the Pathfinder RPG? I'm not looking for anything major, just a small section at the end of the book. Is this asking too much?
For those of you that have/are successful game designers, what exactly do you need to do to break into the business? Unemployment compensation is surprisingly kind to me right now, so instead of trying to find another wage-slave job, I thought I'd try and do something I like. Yeah, I missed the boat with RPG Superstar (stupid me for not seeing it in time), but aside from that what do I need? Schooling? Playtest-type knowledge? Dumb luck? Any and all thoughts, suggestions, and/or et cetera will be greatly appreciated.
Would a simple Skill Focus (Survival) be in order for creatures that would normally receive Track as a bonus feat? I'm restatting a dire badger and, while it's not terribly important, I'd like to get a semi-official answer before getting too far into the system.
Would a simple Skill Focus (Survival) be in order for creatures that would normally receive Track as a bonus feat? I'm restatting a dire badger and, while it's not terribly important, I'd like to get a semi-official answer before getting too far into the system.
If we're going to get rid of cure minor wounds, we should also get rid of inflict minor wounds simply out of a sake... purity? Regardless, an undead cleric who gets away and has sufficient time can completely heal himself without touching any spells or rebuke attempts. My suggestion is this:
Quote:
Bleed
Necromancy Level: Clr 0
Components: V, S
Casting Time: 1 Standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
When laying your hand upon a creature that is at or below 0 hit points and is stable, you immediately open it's wounds causing it to fall unconscious and begin dying.