So, I have a 1st level Tielfling Oracle who will start into Paladin upon reaching second level.
My question is: Does the Tielfling get the +1 (favored class options) to self Lay on Hands as soon as he takes the level of Paladin? Or must you BE a Paladin first off and only get the bonus when you advance later on?
Seems to me you should get it right away....but I've been wrong before.
I would imagine that a Harpy, hovering 20 feet away from a cliff face, can maintain its Song to lure victims off the edge. After they fail their two saves, of course.
As well, the description in the Bestiary seems to indicate that they can attack and maintain the song at the same time.
Are these correct, or am I missing something?
I once played a Half-Orc raised by Gnomes. He.....had alot of quirks.
An adopted PC can bring some great fun to the table.
Irrational fears can be good as well; perhaps he's a dwarf with an a fear of hammers or a Druid who openly admits he hates trees.
Simply put, would a Divine or Arcane spellcaster not gain spells the following day if they slept in Medium (or Heavy) armor the previous night?
Also, it is clear the Domain Power "Calming Touch" removes that night's fatigue. I assume that the fatigue does NOT return as there is nothing in the description about needing to address the source of the fatigue (such as in the Paladin mercy description). If so, this is a good Domain power if your DM likes the night encounters.
OK. I still have trouble getting my head around this.
I have a fighter with a +1 Great Axe. 18 strength. BAB +1.
Normally his damage is 1d12+10 (1.5Xstrength+PA+magic enhancement on axe)
Now, what happens if I roll and confirm a critical hit. I was always under the impression you multiply the hit dice by the critical value (here X3). So, it would be 3d12+10.
But, I have been told this is incorrect. Can somebody please walk me through the numbers using simple words? And type slowly.
After having just read Dune (again) and currently DM'ing a 5 character group of Level 3-4 PCs, I was considering putting them up against some famous warriors from movies/literature.
First off, has anyone some suggestions for opponents? Also, has anyone ever created a Sardaukar for Pathfinder?
No mention of Haste yet? That was the first one that popped into my head.
There is an obsure one called that allows you to cast it on one fellow PC per level. It instantly dresses them in their armor. This seems to be insanely overpowered as getting armor for a night attack is the best buff of all. The name of it escapes me......
I do agree with Fey Foundling (I like it better for Paladins, but it still works well) but it must be taken at 1st level. Then, Selective Channel at 3rd and Extra Channel at 5th.
Improved Initive is a good Feat but with a d20 inititive roll it sometimes doesn't make much difference. If you roll a 4 you may still be slower than that zombie who got a 16. Some DMs use a d12 for inititive; then it makes more sense.
So just for fun my group (more specifially the Bard) will be competiting in a Battle of the Bards next session. Although it will be quick and just for some fun (with a chance at a great magic prize) I would really like some stage names for the competition. So far I have:
Cleric Pulp: Gnome Alert!
I am open to any suggestion and am willing to substitute any/all of my already generated names.
thanks for the suggestions.............
We were finishing up at Level 9/10 and our current DM wanted a break to play for a few months. I saw a module that looked interesting (Hollow's Last Hope), added a few small things that were subtle inside jokes to get the group's attention, and that was it; we were off.
I LOVE making those do or die rolls right in front of the group. Most rountine rolls are behind the screen but the tension and freak-outs that occur are FAR more satisfying when they see that 20 (or 1) themselves.
Also, once you hit the higher levels as a player in a larger group (>5) it may take a while for your turn and, as a DM, you are always in play.
Finally.....I love playing the "important" NPCs. The randoms goons and underlings have no depth but giving some mannerisms and accents to the main bad guys each time is great.
I find that alot of my non-module sessions (which is becoming more and more as I get experienced) come from ideas I also think of during downtime.
My father-in-law works has a friend in the police force and he got several of those nice police notebooks (complete with interrogation tips, pupil dilation charts, crime scene grid maps, etc) and gave me a couple. I keep one in my pocket at work and whip it out to write down any sudden idea that comes to me.
I highly recommend getting one; they make you look real cool. Or, so I think.
Ok. Let me see if I have this correct.
Say I have the Varient Tiefling ability which gives me abnormally large hands, enabling me to wield Large weapons without penalty.
I am a cleric with Plant Domain (Growth Subdomain) and have taken weapon profiency with the Greatsword.
So, I am routinely wielding a Large Size Greatsword for 3d6 damage. Fine.
Now, I Enlarge using my Domain power. I am Large but my weapon will become Huge. I know weapon damage usually increases roughly 50% with each category.
So 150% of 18 is.....27 max damage. What combination of dice will give me that (or near enough)?
I probably play about 3/4 of the time and DM the rest. We have a consistent group of 4-5 players (one of whom Skypes in) and three of us take turns behind the screen once we hit around Level 10; at that point we start with a new party at Level 1.
It is a bit tough getting started and the majority of the sessions are pre-made modules. By Level 3 I (and hopefully everyone else) have gotten into a groove and I find I like it even more than having my own PC. By then I use a Random Generator for a campaign idea and create from there.
How often are you playing vs. running it all? Which do you like more? Do some of your friends never DM at all (for whatever reason)?
Perhaps an easy question, but I have to ask. When you take the Oathbound Paladin archetype are the bonus spells:
1) Added to the regular spell list that you can draw upon?
2) Extra spells exactly like the Domain spells given to Clerics?
Because I really want them to be extra spells. Oath Against the Wyrm gives Enlarge Person and Fly....pretty nice.
I am quite certain it is a Trait (not a similar Wonderous Item).
Basically, it was something about a Helmet or Mask that belonged to your tribe or standard. It would give you +2 to Intimidate when worn.
It may have been Hobgoblin specific; it's been a few months since I first saw it and details from that period are sketchy.
It is a little thing, but I like to make sure that the PCs are very clear what they are fighting and where it is. A grid map is a must. We use one and draw the terrain/town/room on it with erasable marker. Every PC has a figurine.
Then, each foe has a well-labelled marker.
Does anybody NOT use figs or some other markers?
Not combat oriented, but wondering if anyone has any ideas for a LG Level 3 group of PCs entering a medium-sized city. Ideas for flavor, such as the group happening upon a slave auction, or pickpockets, or being accused of robbery or past crimes (they did not commit), etc.
Stuff to kill some time and bond the group a bit better outside of slash/cast/death.