1) My May Subscription has merged with my June Subscription? Um, what happen?
2) I was wondering, this policy "Paizo will pay the first $10 in shipping and handling for any shipment of products totaling $100 or more." Does it apply to subscription orders?
Currently running RotRA AP and one of my player's is playing a Monk of the Empty Hand. Somehow we understand that the Empty Hand was automatically 'prof' with improvised weapons. Well, after doing a character audit I have come to realize that this is not the case and the character is now level four.
So now I have to decide to leave the monk 'prof' or apologize to my player and start applying the penalty. Thoughts?
I am leaning toward the apology and doing the rules but offering the player a chance to edit his character (aka changing out feats to get Catch Off Guard).
Speaking of Catch Off Guard, given that the Empty Hand treats weapons as improvised weapons would Catch Off Guard apply? I think it would.
So I have a new game coming up in the near future and I have decided to play a gnome. Also want to play a class I never have used before. After looking at those classes I am on the fence about either playing a barbarian or a sorcerer.
So I turn to the boards to use as a spring board.
Details: 15 point buy, characters are to be in the low range of starting age and we all live in the same small town. I am more Concept > then mechanics/optimization. Most likely Core only given it is the GMs first Pathfinder game as the GM.
For the barbie I was thinking 'ankle biter' gnome who really gets into the rage. I know I want to take the bite rage power at level two. What before that though? Grappling seems like a bad idea all around but I am liking the visual of either spike armor or spiked gauntlets as the 'primary' attack form or just perhaps improve unarmed strike feat?
I know this is no where near optimized but not sure how best to get this ankle biting concept perfect. Thinking about Str 13 (15 Before Racial Mod), Dex 12, Con 16 (14 Before Racial Mod, Int 10, Wis 12, Cha 11 (9 Before Racial Mod).
For the Sorcerer I was thinking Fey Bloodline, perhaps being an 'enchanter', taking Spell Focus Enchantment with putting the points in Str 10 (12 before racial mod), Dex 14, Con 10 (8 before racial mod), Int 13, Wis 10, Cha 17 (15 befoe Racial mod).
To go with the other Wishlists.
Of course we have the usual suspects:
Looking at what is currently slated I am sure we will see future pawn sets to go with each of the future APs.
So now the true wishes:
Of course some of these would blur with past and future boxes but still.
Running the RotR Anniversary AP and a player has given me a rough outline for their Background of what they like it to be. This is for a half-elf inquisitor of Calistria focusing on vengeance. (PS, this is also a new player.) I am not really feeling it but here it is:
I was born by the harbor. I was despised for my half-blood and bastard status. They only kept me and raised me so that I could be the next harbor keeper.
I hated my race.
I hated the humans.
But I didn't run away. I knew I didn't have anywhere to go, and at the very least, under the care of the elves I could learn their skills.
My Goddess took pity on me.
My first thought is this needs to get toned down. If she is to be the future Harbor Master, why would they treat her badly?
Elves beating? As a culture I just don't see the elves of the Inner Sea doing that.
I understand the player is trying to give this background to have this angery vengeance against the world character but..I think she needs to tone it down. I like certain parts about it like the goddess stepping in and such. Just not sure what else to tell they player about adjusting the background or where to suggest WHERE to have it be in the inner sea.
So I was reading 'Varisia,Birthplace of Legend' today and read about Kapenia Dancer. I fell in love with the flavor and will most likely play one even though the Bladed Scarf only Crits on a 20.
Anyways, for some reason Blackbound combo with it popped in my head.
Would you allow the combining of these two archtypes?
Blackbound changes: Reduced Arcana Pool, Gain Blackblade.
K. Dancer: Reduced Spells, Change Weapon Prof (Loose martial, gain bladed scarf as one handed instead of two), Lose Armor Prof.
So, they do not change any of the same things so tech they should work.
Next, the blackblade feature. If the bladed scarf is a one handed for a K. Dancer and slashing, tech the dancer should be able to pick a bladed scarf for it's blackblade?
I just got my order in today which included two Pathfinder Battles: Rise of the Runelords Standard Booser Packs (WZK70740). In one of the packs I got a Goblin Commando on Goblin Dog 21 of 65. The mini looks awesome except that my Goblin Commando is missing his Head! There is a neck but that is it. It was not loose in the package either so I just can't glue it back on.
Anyway I could get a replacement 21 0f 65 or am I just SOL?
So I have a player who is playing an Earth School Wizard who took the Spell Focus feat. He wanted to do Earth instead of the usual schools. After thinking about it I said ok, that it only apply to spells that carry the Earth descriptor. Is this too little bang for the buck?
Same except for what is noted below.
Eberron Shard Items
Crafting Eberron Shard Items - Remove the XP cost for the creation of Eberron Shard Items.
New Warforged Basic Component
ARMGUN (attached component)
Life in the World
Time - On the first page, in the first paragraph, the second sentence should read as follows: The months correspond to the twelve moons of Eberron and share their names. Delete the part of the sentence that reads, "the prominent moon carries the name of the month in which its orbit brings it closet to the planes." (This is from the Errata)
The Gatekeepers - Vvaraak is a black dragon, not a green dragon. Aspirants are actually low-level druids and Initiates are mid-level druids. (This is from the Errata)
Planning to make rules for each Organization to work with the Rules found in the Faction Guide.
Unchanged unless noted below.
Special Substances and Items
Tools and Skill Kits
Holy Symbol, Flametouched Iron: Replace with "When a character wields a flametouched iron holy symbol to Turn Undead or Censure a Fiend, the DC to resist this ability is increased by 1."
Inquisitive`s it: Replace Search with Perception.
Mounts and Related Gear
New Special Materials
Town Size Table - Minor magic items available in a small town include 3rd-level potions, not 4th-level points. (This is from the Errata)
Optional Material Components:
Not sure if I should include these, has Paizo used them anywhere?
Change the increased CR to 1 instead of 2. Replace all mentions of Hide with Stealth. Replace all mentions of Search with Perception.
Tabled while figuring out Dragonmarks
As in the book, pg. except where stated below: Requirement Changes - Knowledge (nature) 3 Ranks, Survival 5, Feat requirement removed.
Hit Die changed to d10.
Fort Save and Ref Save gets Good Saves and Will gets Average.
Skills are now: Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Stealth (Dex), Acrobatics (Dex), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Survival (Wis), Swim (Str), and Escape Artist (Dex)
Hated Foe - If using Hero Points, change Action Points to Hero Points.
Sect Ability II - Ashbound - Ferocity (Ex): An Ashbound Eleen ranger gains the Universal Monster Ability Ferocity.
Sect Ability III - Wardens of the Wood - Smile Evil (Su): As per the paladin class feature, replacing paladin levels with the Eldeen Ranger levels. Ignore the part about outsiders, the Eldeen Ranger only gains one use of this ability.
The Exorcist of the Silver Flame:
The same except where stated below: Skill Requirement, change Knowledge (religion) to 5 ranks.
Saves: Fort and Will Good, Ref Average
Skills are now: Craft (Int), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (the planes) (Int), Knowledge (Religion) (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).
Flame of Censure (Su): Now reads: An exorcist of the Silver Flame can use his channel positive energy ability to ward off outsiders with the evil subtype.
When you active this power, as a standard action, all outsiders with the evil subtype are stunned for 1 round unless your character level is twice or more the outsider`s Hit Dice, then instead the outsider is sent back to its home plane. The outsiders gain a Will save to negate these effects. The DC is 10+Exorcist of the Silver Flame Levels + Cha modifier. Using this ability uses up one of the character`s channel energy uses.
Darkvision (Ex): Gains the following: If the character already has Darkvision, he gains +20 feet at 3rd level and another +20 feet at 6th level.
Smite Evil (Su): Change to: Gain another use of Smite Evil per day while using the combine levels from cleric, paladin and exorcist of the silver flame to determine the effect. If character does not have access to Smite Evil then they gain access to the ability, gaining one use per day and using cleric and exorcist of the silver flame levels.[/s'poiler]
[spoiler=Extreme Explorer] The same except where stated below: This version is adapted for Hero Points
Heir of Siberys:
The same except where stated below: Requirements - Change needed skill ranks to 12. Change needed feat to Hero`s Fortune.
Saves: All Good
Additional Action Points: Change to Addition Hero Points: At 1st level, an heir of Siberys`s dragonmark begins to form and his maximum here points increases by 1.
Bonus Feat: Remove Action Boost, Action Surge, Pursue. Add Hero`s Fortune, Blood of Heroes, Step-Up
The same except where stated below: Requirements: Change needed Skills to Diplomacy 3, Perception 3, Sense Motive 3, remove Feat Requirement.
Skills: are now Bluff (Cha), Linguistics (Int), Diplomacy (Cha), Knowledge (local) (Int), Perception (Wis), Sense Motive (Wis)
Saves: Ref Good, Will and Fort Average
Zone of Truth: Change action points to hero points.
Bonus Feat: Remove Heroic Spirit, Research, Track, Urban Tracking, Negotiator. Add Hero`s Luck.
Discern Lies: Replace action points with hero points.
True Seeing: Replace action points with hero points.
The same except where stated below: Skills: Remove Jump
Saves: Fort Good, Will and Reflex Average
Construction Perfection I: Remove the part about critical hits.
Healing Immunity: after `healing subschool` add `that heal hit point damage.` Add to the end `At 5th level, the warforged juggernaut becomes immune to the effects of all spells from the healing subchool.` (This is from the Errata)
Weretouched Master: Requirements:
The same except where stated below: Change Skill Rank for Survival to 5 Ranks.
Hid Die: Change to d10
Change Skills to: Acrobatics (Dex), Climb (Str), Handle Animal (Cha), Stealth (Dex), Intimidate (Cha), Knowledge (nature) (Int), Perception (Wis), Survival (Wis) and Swim (Str).
Saves: Will Average, Ref and Fort Good.
Wild Empathy (Ex): As the Ranger class feature. Weretouched Master Levels stack with Druid and Ranger Levels for this ability. In addition if the animal is the same as the chosen ancestor he gets a +4 to the check.
Alternate Form (Su): Change to the following: At 5th level, a weretouched master can change into the form of its ancestral heritage instead of using his usual shifting traits. Costing a round of shifting to change into, a weretrouched master can transform into animal form as if using the polymorph spell on himself. The weretouched master does not gain any of the normal benefits granted by shifting while this ability is active and the weretouched master can`t use this ability at the same time that he is normally shifting. Only the specific animal form indicated for the lycanthrope heritage can be assumed. A slain weretouched master reverts to his normal humanoid form, although he remains dead. Separated body parts retain their animal form, however.
Heritage Animal Form
Bear Bear, Grizzly (CR 4)
Boar Boar, Dire (CR 4)
Rat Rat, Dire (CR 1/3)
Tiger Tiger (CR 4)
Wolf Wolf, Dire (CR 3)
Wolverine Wolverine, Dire (CR 4)
(This is from Errata and my Conversion of it)
Weretouched III (Ex): At 5th level, a weretouched master gains an additional bonus to one or mor ability scores while shifting. These bonuses stack with all other ability score bonuses granted during shifting (such as from weretouched I).
Heritage Animal Form
Bear +4 Str
Boar +6 Con
Rat +6 Dex
Tiger +2 Str, +4 Con
Wolf +2 Str, +2 Dex, +2 Con
Wolverine +2 Dex, +4 Con
(This is from the Errata)
Taking a break from Chapter 2
There is no real conversion involved, either you can choose to use them or don't. There is another option in the Advanced Player's Guide; Hero Points.
I would choose to replace Action Points with Hero Points but I also think some mods to Hero Points will have to be done of that is the case.
First I leave the Hero Point spells and items alone. Next allow Hero Points to do what Action Points do listed under Special Actions on pg. 46 of the ECS. Of course instead of turn or rebuke undead it be extra uses of Channel and ignore the Stablize section because we already have Cheat Death with the Hero Points.
As Listed except for the following changes.
Craft: Add; the following paragraph to the end of the Repair Warforged section: Repairing warforged requires some crafting expertise. This particular use of the Craft skill cannot be performed untrained. (This is from the Errata)
Forgery: ESC, pg. 46 This use of the Forgery Skill now applies to the Linguistics Skill, using the same rules listed.
Speak Language: Add this to the table; Lanaguage: Gnome, Typical Speaker: Gnome, Alphabet: Dwarven. (This is from the Errata)
As I look over the artificer and glance other peoples conversations I have some things that pop in my mind. First, part of converting the artificer is easy, it as very few 'empty levels' but on the other hand one of it's main features has to be scrapped and replaced or rebuilt from the ground up.
This makes me wonder why I don't use one someone else's conversions or the one out of Tome of Secrets. Firstly I don't use ToS because it has empty levels and for others I realize lack of options. Pathfinder classes have different options for the chars.
Alas I am having trouble thinking of them right now, so I look to the boards to help at least some ideas I can run with.
My other intention for this chapter is right up some fluff on the paizo classes that are not originally in ECS to give examples how those classes would fit in Eberron.
I have decided that one day I will run Eberron using Pathfinder but some converting needs to be done so I am doing the whole book. This is biggest task I have done for a DM and I am looking for second opions and general backboarding. So, starting with Chapter 1, races.
My first thought and try was to use the ARG playtest race builder. I figure that it can be a rough draft until the actaul ARG comes out. When I finished I was not satisfied, specialy after I read the Conversion document. I also realized that perfect 10 isn't that big of a deal to me as I allow most races when it comes to ECS.
I present my initial ARG playtest builds along with my thoughts for my second try.
Humanoid (shapechanger) 0 RP (Total 0)
So I am thinking of giving Changeling the Human Heritage Modifier.
Other Races coming in next post.
I have a player who has taken the Rude Song Trait for his goblin. It gives a +2 to Perform (Sing) but it also says Perform is a class skill. My question is does it mean all Perform skill options or just Sing?
I am starting a all goblin campaign starting with We Be Goblins! I bought the first Jade AP for reference material and rather impressed by it (first AP I bought).
My current idea after my glance through is to send my goblin heroes through the stuff the AP talks about them doing after we are done with WBG! Then using the rest of the material to run more adventures in the area.
Has anyone else ever takien the material from APs and ran with it for other adventures then the one in the AP?
In GoG, they give new favored class options for goblins. For rogues they get a free rank (not point) to either ride or Stealth.
At first glance I am like how is this different then a free skill point but I looked at the wording and figure it be away to get past the rank equal to or less than level rule.
Now that I am backing up my groups characters on Hero Lab, the software is just treating it as a free skill point (and of course saying I am using too many skill pints into one rank).
So it has me thinking, is my interpation wrong?
A living gnome incurs a -1 to both attacks and damage rolls (flailing). Of course a gnome is a throwable weapon with a 10 ft increment or 5 ft if alive (again flailing). A living gnome takes damage equal to damage dealt on each attack.
The meat and bones, how do weapon qualities like holy, shocking or burst interact with the alchemy items that are the ammo for Crossbow Launchers/Flask Throwers and/or Alchemical Arrow with Magical bows.
Ather Magical Range Weapon vs Magic Ammo thread but not about enhancement bonus, that is a clearly answered dead horse.
1) Alignment qualities: Do they stack if they are not opposing (Holy bow, axiomatic arrow)? If they are opposing (axiomatic bow, anarchic arrow) to you get to choose or does one automatically win if it is coming from the weapon or vice versa (ammo).
2) Extra Damage via Energy Type: i.e. flaming, shocking. Do they stack? (Flaming bow+shocking arrow = flaming shocking attack) Do you choose if they do not or again does the bow win or the ammo win? What about rock, paper, scissor effect?
I am hoping to get an official answer so I am FAQing this off the bat but I have one possible answer.
Following the stated rules of going with the bigger enhancement bonus, and tech most qualities are a enhancement bonus for cost…burst energy damage would override normal energy damage (Fiery burst bow vs shock arrow = fiery burst attack).
Aura moderate evocation CL 7th
As a swift action to activate for a round, when the weapon deals damage to a creature, that creature is the target of a fireball spell (7d6, DC 17 Reflex for Half, DC 19 for target and wielder).
Whenever the fireball is used, there is a 50% chance the weapon is consumed in the process. The fireball can only be casted once a day.
This coal colored creature looks like a little cousin to the griffon, back a house cat and front a raven with sharp ears.
Caven CR 1/3
Fluff posted tomorrow.
First, here is a link to my original blog post: http://bigenderkinkygamer.blogspot.com/2011/05/break-down-multiple-stealth- kill.html
Now an altered version of said post.
Prince of Persia: Rival Swords/Two Thrones Inspired
In PoP: RS the Prince becomes even more like our classic rogue with 'speed kills' that are very clearly Sneak Attacks. In the beginning they are rather straight forward, much like in early adventures at the table.
As you progress through PoP: RS the speed kills get more complex by number of attacks, targets to kill and distance between targets. Playing through I couldn't help but think about how to pull off similar feats in my table top roleplaying games.
For one reason or another I never had a chance to or forgot about it. Recently I find myself thinking about it again (and playing PoP: RS) so now I will break down this complex Sneak Attacks and present it to my audience using the Pathfinder Roleplaying Game.
First, I am using the rules as I view them as there are no solids on how this should break down. Look at the actions needed to keep it simple.
The beginning speed kills are simple and easily relay to straight forward Sneak Attacks so let's skip over and move onto 'death from above' Sneak Attacks.
Set Up: The Prince is on a ledge 10 feet above a single guard.
Pre-combat: The Prince drops down behind making two checks, Acrobatics for the drop and Stealth to avoid detection by the guard.
Surprise Round: Prince Sneak Attacks the guard's flat footed AC dealing damage. Either the guard is now below 0 ending combat or above 0 and we continue on.
Round 1: The Prince goes first if he has the higher Initiative, hopefully finishing off the guard or continuing combat as needed.
Now let's change the set up slightly along with the "style" of the attack.
Set Up: The Prince is 15 feet above the guard braced in a tight alcove. Being in the alcove is a Climb check along with a Stealth check to hide from the guard.
Surprise Round: The Prince drops down combining the fall and Sneak Attack into one, creating a falling Charge and skipping over the Stealth check for the drop. The Prince makes Acrobatic check and moves onto the Sneak Attack, this time with a higher attack because of the Charge. Things repeat as before and we move on to the next example.
Now we go for the entire enchilada.
Set Up: The Prince has two guards to deal with, one 15 feet below and the other guard 15 feet away. Conveniently both guards are facing the same direction.
Surprise Round: The Prince will drop down on top of the guard to the same square. Some might say this is a grapple attack but given the intent is not to wrestle, I do not think it is a grapple but on a side note; grappling causes a loss to Dex so one could get repeated Sneak Attacks.
Again we will combine the drop with the attack making another Charging Sneak Attack. There is an Acrobatic check for the drop and this time a Stealth but it is for the other guard 15 feet away. All checks passed, attack is successful and the Prince deals damage.
Round 1: The Prince goes first, and the guards go next at the same time. The Prince Leaps (move action) to the other guard (easier feat if you have Expert Leaper class feature). If the previous Sneak Attack killed or put unconscious the first guard there is no Attack of Opportunity. If staggered there might not be AoO (see your GM) or he might not even take it. If the guard is still in fighting condition then he will most likely get AoO.
One could combine Acrobatic checks to pass through threaten squares with the leap or make them separate checks. Some GMs might not allow 'pass through' check because your leaping, mileage will vary with GMs as usual.
Presuming the Prince passes the check(s) he makes it to the other guard to attack (standard action). With the Leap/straight movement this could be considered a Charge like the drop attacks earlier. Also with the passed Stealth check the second guard should be flatted footed getting in another Sneak Attack.
Further Rounds: From here depends on the exact results of your attacks/ what the NPCs do on their turns.
I hope this inspire others to try 'crazy' things in their games and see how to do them within rule mechanics and not look at mechanics as hindrance.
I am currently designing a 'series' of Pathfinder swords inspired by the first FF game. Looking to share them and for help refining them if needed. Here is the first.
Aura no aura (nonmagical); CL -
Slot none; Price 35,050; Weight 8 lbs
The Masamune is essentially +1 keen adamantine greatsword but is in fact non-magical weapon. It was so wonderfully crafted that the sword is beyond the usual mastercraft. It’s amazing quality also makes it a perfect channel for magic, any beneficial spell casted on the Masamune is treated as if it had the Empowered quality. Oddly enough this same quality prevents the Masamune from gaining a permanent magical quality.
Hey, I am playing a conjurer and have noticed a problem.
1) Summon Monster II list has the Ant, Drone as it's first entry. Looking through the Bestiary they must be referring to the Giant Ant (Wish they would put Giant Ant in the list). The Giant Ant is a CR 2 which is odd compared to the rest of the Summons on the list but that isn't a drone, a drone gains the Advance Template and Fly Speed pushing it up to CR 3.
Looking in the Giant Ant entry though there is also a spot for worker ants which drops it to a CR 1 by removing the special attacks. So I am thinking there is a typo and the Summon Monster list II should be Ant, Worker. Agree, disagree? Where/how would I report this.