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Demon

Hadesblade's page

Pathfinder Adventure Path Subscriber. Pathfinder Society Member. 35 posts. 2 reviews. No lists. No wishlists.


(Pathfinder Adventure Path Subscriber)

1. For a wizard taking the the Enhancement school can they use the augment ability on themselves?

2. Regarding equiping a eidolon what happens to the equiped items when it returns back to its home plane?

(Pathfinder Adventure Path Subscriber)

Our group is getting ready to go through the Curse of the Crimson Throne adventure path using the beta rules. Are there any plans once the offical rules are released in August of coming out with errata that updates the current adventure paths to the new Pathfinder rules? A lot of the villians look a little weak when compared to our party of 6 beta rules characters. This would save me the DM from going over the adventure paths and looking at feats, uping class HD and the ton of other logistics stuff involved with bringing the current adventure paths up to speed.

(Pathfinder Adventure Path Subscriber)

I'm making a paladin of Iomedae her favored weapon is the longsword. One of the enhancements listed under divine bond is disruption. In the text for disruption (pg 347) it says it may only be applied to bludgeoning weapons. So is this waviered for paladins since there are several who's favored weapons are not bludgeoning? All the other abilities listed under the divine bond are useable on any weapon.

(Pathfinder Adventure Path Subscriber)

I think the monk and paladin need to be someones favored class. Playing either as it stands shorts you 20 skill points or 20 hp over the 20 levels. I house ruled that they applied to all the races as a quick fix to balance things in my game. Clearly the strong choice is the half-orc as far as monks go.

(Pathfinder Adventure Path Subscriber)

Just kicked off our 1st session a few weeks back using the Beta rules in the Eberron campaign setting. I have 6 players in my group ranging in age from early twenties to mid thirties. We have a human fighter, a dwarf cleric, a half-orc monk, a elf ranger, an elf wizard and a elf rogue. I'm running them through Mad God's Key from issue 114 of Dungeon magazine. We did house rule a few things such as giving all classes (except ftr) with only 2 skill points 4. Changing smite to last 3 rounds or until a successful attack, rather then you have to hit it the next round. For the channel energy effect we thought it was weak so now the cleric gets to add his level to the result as well. We also didn't like the fact that no race had the paladin or monk as a favored class so we added them to all the races across the board as a favored class. We used the point buy system for making characters the 25 point option I like powerful groups so I can throw really bad things at them. The combats have flowed pretty well so far, we did get into grapple last session and the whole CMB thing. Our ftr is going the shield bash route eventually so more CMB uses will be in the future. I've read several threads with people complaining against it saying DC 15 is to high. I disagree as DM I wouldn't want players doing trip attacks every round to begin with. I think the maneuvers are something that should be used to help enhance combat and not something that is done every round. The party has done well and they are about halfway to 2nd level (still using xp chart out of PHB). We haven't encountered any real hang-ups to game play or problems with the rules. I'm really liking the beta rules so far of course we still have a ways to go with only 2 sessions under our belt with the beta rules. We have really liked the new skill system and the way it has played out in the role playing aspect of the game and keeping things simple which is very good for the DM.

(Pathfinder Adventure Path Subscriber)

Ok as DM I wanted to poll some opionions about how to handle attacking grappled characters. I read the rules and though they where pretty clear to a point as far as one on one goes, what they failed to clarify for me is this. Party member A is grappling badguy and party member B wants to hit badguy with big sword. To me unless he is pinned there should be a chance that he hits his own party member. Same thing if party member c wants to shoot at badguy he has a chance to hit the wrong person. So beta still never answered this question for me and I know it will come up in game play. When they are pinned they are considered helpless but until they are pinned I look at it that they are rolling around jocking for position so trying to hit the right one is not a sure thing. So what are peoples thoughts on this or the official ruling if you know it?



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