Paizo Top Nav Branding
  • Hello, Guest! |
  • Sign In |
  • My Account |
  • Shopping Cart |
  • Help/FAQ
About Paizo Messageboards News Paizo Blog Help/FAQ
Seoni

Kildaere's page

Pathfinder Adventure Path Subscriber. Pathfinder Society Member. 121 posts. No reviews. No lists. No wishlists. 2 Pathfinder Society characters.


RSS

1 to 50 of 121 << first < prev | 1 | 2 | 3 | next > last >>

1 person marked this as a favorite.
Pathfinder Adventure Path Subscriber

Hence the Sunder Truce. We don't have it written down but it is understood that the DM won't sunder your equipment if you agree not to use it either. Exception: If there is a monster or bad guy who specifically have that as an ability or tactic. That adds the possible threat of having equipment broken but it makes it rare enough that is does not foster ill will (or sunder arms race) between the DM and the PC's. So far there has been threat of equipment lost to a babau and a black pudding (If I remember correctly the Black Pudding broke some items that needed magic to repair). So broken equipment does occur in my game, but I tend to mostly take Undone's position.


Pathfinder Adventure Path Subscriber

Game is Thursday, so I can report back then.

Just because several have brought it up...we are 5 players (20 point buy). I adjust HD, ability scores (very few odd numbers), Class levels, Hit Points, spell lists, Use occasional advanced template..etc to compensate. I do try and keep the fights challenging, but I don't constantly stack the deck against the PC's. It gets boring fast, if EVERY caster you run into has Wind Wall.

One new thing that has been repeatedly brought up is: make the archer move. I have not purposefully set fights up so that this would occur, so it rarely does. I will probably position my baddies from now on, so that this situation might occur more.


Pathfinder Adventure Path Subscriber

Dead, 10K is about the expected wealth difference between level 7 and 8, he has not been saving that long.

I am not "moving to block him" and kill his fun. This is an ongoing conversation with the player along the lines of "DM, am I doing this right? because it seems like I am going to wreck every fight." He knows he is too powerful. We were curious what other groups have done to counter the overly powerful (imo) archery. And shadows? Archers are not in the shadows after probably level 4, they build in power from 4-8 and then destroy things from about 9+ (based on my experience). And the niche comment is spot on. I want to allow players to excel in their niche...If one player is WAY WAY WAY overpowered it makes the others feel useless.

On the atrocious litany return...It is actually more like:
1d8+1d6(acid)+2d6(holy) +14 (x FOUR ATTACKS) (x double damage)
so more like (for 1 round):
8d8+24d6+112 (assuming they all hit..etc..but against ogres, they are all going to hit.)
That does seem atrocious, just the other direction.

And GREAT catch on the bane.

My current rules adjustments are leaning:
1. no clustered shot feat
2. no Litany spells

This lets the player still do TONS of damage. Lets tougher DR monsters live a bit. If I add in some environment and counter measures, my hope is I can keep encounters interesting. And as always, try and keep lots of role-play up too.

We do a group audit every level. I missed that BOTH litany and bane were swifts. But I think the rest of his numbers seem to stack.


1 person marked this as a favorite.
Pathfinder Adventure Path Subscriber

no no no no no no....boosting the other characters would be very bad. The Slumber witch needs no buffing. The Reach Cleric hits VERY hard. The Fighter/Ranger will be destroying [giants] very shortly. But all those are manageable. The archer is the problem child right now (in terms of combat balance). The Goblin is just pure monk (I could buff him, but he is holding his own currently - He is almost a defender as he occupies an opponent but his AC is approaching crazy unhittable). The party is pretty much where I want them (minus the archer). I want them to earn their "heroes of Golarion" status with a "little" work (I don't want them to curbstomp every encounter).


Pathfinder Adventure Path Subscriber

DR has its place and at low levels it was killer on the archer. But now when each arrow (approximately off the top of my head) has 1d8 +11? dam + acid + bane + holy (I don't have the whole attack + buffs memorized) the 5/DR does not do much (it helps...). When clustered shots enter the picture....DR is pretty much over.


Pathfinder Adventure Path Subscriber

Slime...I like that! I think I may implement that in next AP.
Great list Laiho!
Noir and Cairan, I want to try and stay away from changing the core mechanics of things. But the gear ideas are perfect.

Weird tangent thought that I don't feel like looking up. If you count reach attacks as ranged when there is cover in play, does that mean that weather affects reach attacks?


Pathfinder Adventure Path Subscriber

LOL Novalord.

As stated above, I think I am resigned to let the archer pincushion most things. The players will probably vote for this as well. I will just play up the key boss encounters (which are really the lynch pins anyways). Faceless stalkers, orgekin, and even ogers are minions after all. I will just add some extra oomph to the set piece encounters.

And, this is a dice game. One ogre - with 5 levels of fighter - power attacking, can flatten a PC with a lucky crit. The PCs hit hard, my guys hit hard too. And the DM's guys don't have raise dead scrolls like the players do.

I will keep checking this tread, but it seems like most people "just deal with it". And keep it in line with cover, concealment, and the occasional spell.

Weep indeed.


1 person marked this as a favorite.
Pathfinder Adventure Path Subscriber

Thank you for all the awesome suggestions.

For those that mentioned it. I regularly adjust the CR of all the encounters. I have 5 players so I commonly add a combatant or two, sometimes add a class level, give some extra HP etc…to compensate. The fights have been tough so far (X..….!!!), the players are not rolling the mod by any means. I would say that my players feel that this is the toughest AP yet & the combats are the most exciting I have run. I have the pressure up (and I want to keep it that way). I absolutely do not want to kill my PCs, but I want the fights to be challenging (most of em anyways)…I try to be a good DM and throw easy fights at them to make them feel powerful and successful (as most DM guides suggest). But I fear what is coming. As I saw it in my last campaign.

We are very aware of cover and use it in every fight. The archer often has -4 to hit from it. But honestly the ACs they are dealing with in non boss fights are trivial. I don’t think I will change any rules or nerf archery. I think I will follow the above suggestions and use MORE environment, get MORE badguys next to him (a 5’ does not help when baddies have reach!) Probably add a caster in key fights, and a few potions of Invis. (The archer does have the see invis racial from his Aasimar heritage, but it would burn a round to turn it on) Also they use monster knowledge in every fight (I come from PFS so…that is kind of drilled into our playstyle). We track ammo. The one thing I won’t do is sunder. I DO use all the other maneuvers, but breaking a PCs hard earned equipment is dirty pool. We have a game “sunder truce” I don’t break equipment unless the opponent is supposed to tactically do that (ie black puddings…slimey demons…etc..).

I sounds like I am doing most things right and just need to add some more counters (like when I add a bit of iron will to counter sleepywitch, it does not screw her…just makes it tougher to always rely on it.)

Like, for example, we are in Hook Mountain and the book mentions LOTs of rain for some reason ( :-) ) weather effects would be good to play up.


1 person marked this as a favorite.
Pathfinder Adventure Path Subscriber

A little background. I am running a Rise Of The Runelords Campaign. One of my players is playing an archer (inquisitor specifically). We have just finished Book 2 and are moving on to Hook Mountain. He has saved up his money and before he left Magnimar he purchased a +1 Adaptive Corrosive Composite longbow (9400 gp) well within his wealth by level and available for purchase in that city (they are closing in on 8th level). We are not a super Min/Max group, although the players do try and find effective options. I have DMed an archer before and was able to challenge the player at higher levels with some windwalls/fickle winds and quite frankly I also just resigned to having the archer machine gun most encounters.

This time around, I don’t really have a lot of casters coming up

Very Light RotRL spoilers:

there are a few in the rest of book 3), and looking at book 4 there is not much there either (ie just a few). Without inserting a bunch of casters (and I do adjust the books to suit, but I try not to change them too much (ie Mammy was a witch..etc..)

Does anyone have any suggestions?

Given time to prep (buffs), most of my players will be doing around 20-40 points of damage a round, the archer will be doing about 50 - 70) in another level he will be doing about 140 round due to manyshot + iterative and he has taken a level of cleric to take advantage of Litany of Righteousness to burst for 1 round to around 280) ummm I don’t see anything coming up that can stand before that.

The player has not done anything too fancy (other than the level of cleric) and has simply progressed down the archery feats. We are paying attention to cover/concealment. He has a +2 equivalent weapon (not to unusual by 8th level). Not sure what to do. I will try and catch them unbuffed, but given the “assault” structure of books 3 - 4 that will happened only occasionally.

1) I can let the archer dominate combat.
2) I can add lots of casters with archery defeating spells.
3) I can change the core rules to nerf archery.

Currently he is just a very powerful force. In one more level he will so outstrip the other players in terms of power they will become nothing more than his support. From my past archer experience this problem gets worse at high level (except in highly magic boss fights).
Eventually I will be able to throw some casters at them, but I see A LOT of dead ogres and giants before we get there (and probably 10+ game sessions. Ie. 5 months of play). What do other groups do about archery? Archers in this AP? Perhaps I should let him shine, as something is coming up that I am not totally aware of (I have read it but don’t have all the encounters prepped yet). Perhaps their own party makeup will be their undoing (I have taken note they are VERY weak arcane wise.)

FYI the party make up is:
A Slumber Witch (yes, problematic too but can be challenged by high will, Improved Iron Will, immunities, helpers…etc..)
A Reach Cleric (a pretty good heavy hitter too)
A Goblin Monk (hilarious and fun as heck to have had in this AP)
A Tanky Fighter/Ranger
The Inquisitor Archer

Any general suggestions/comments are appreciated, but my concerns are mainly aimed at what to do about archery without resorting to a lot of magical shenanigans.


1 person marked this as a favorite.
Pathfinder Adventure Path Subscriber

CommandoDude,

FYI the witch in question (I am the DM) does not cackle to extend Slumber Hex (that is always a function of level). He does cackle to extend evil eye and misfortune. Yes, the witch's spamming of slumber can occasionally be a problem and the witch class in general can be a BBEG killer if the target does not have a high will save. Fortunately most high level-high value baddies tend to have high saves. Also I tend to throw Improved Iron Will on the really tough baddies (I have only had to use it once...so it has not come into play often.) One target has had Hex Ward...so that had been in play. Maybe it is because this is the 3rd campaign I have DM'ed this players witch in, but I don't find the class unfun or unbalanced, so much as boring in combat. He has done a great job of developing his character's personality in this iteration though.

It seems that every class has had it's sweet spot...they all have times where they seem overpowered.


Pathfinder Adventure Path Subscriber

Both "attacked" and "collision" have the condition that it only effects flyers with wings (it only mentions winged flyers).

And agreed Slim, the problem child is Hover. The fail conditions per check make sense (way more sense than "I fail to go straight up, so I just sit there" or "I fail to go straight up, so I go straight down into the ground") they go up, just not the way they wanted. I can do that, and it seems rule supported. Still a bit unclear as to RAW for PSF when I play that (I am soon to have a flying wizard) so I want to know what to expect.

Still not sure what to do about sleep/KO. (nearly happened last game, and is sure to come up again.)


Pathfinder Adventure Path Subscriber

My party started flying last game, so I thought I would Read up on the fly skill. A lot of the rules seem to govern wings, which is odd since I would expect most PCs to gain fly through magic. Looking through past threads I don’t see a lot of consensus as to what happens when:

1) Someone with the flight spell fails the roll. I see everything from the PC stays in place (essentially hovering….which is its own action that they can fail, so what happens if they fail hover?) to, “they plummet to the ground” (again differing opinions on how to DM this…everything thing from they move their speed to the ground…to they fall all the way)

2) Someone with the flight spell is KO’s or slept. Do they float down as it the spell was ended early? or do they fall….Obviously winged flyers plummet, but what about spell users who have the Float down end condition?

Under the fly skill I do see: Avoid Falling Damage: If you are falling and have the ability to fly, you can make a DC 10 Fly check to negate the damage. You cannot make this check if you are falling due to a failed Fly check or a collision.

This seems to imply that a failed roll = Fall to the ground.

And then there is this:
If you are using wings and you fail a Fly check by 5 or more, you plummet to the ground, taking the appropriate falling damage (see Environment).

Which seems to imply that if you don’t have wings you don’t fall when you fail? Either that or a fly spell failed skill roll = fall, and winged creatures have to fail by more (perhaps due to the ability to glide?) I always assumed that Magical Flight is better than winged flight (and I think I remember a JJ post that stated that but I can’t find it).

Most mid level games have to contend with flight I would imagine. What do people think the official rules are (Like PFS for example). And what do people do for home games?


1 person marked this as a favorite.
Pathfinder Adventure Path Subscriber

Lets see, they are secretly learning to read and write a language that was not common? My vote is for Druidic. It is the only thing that makes sense.

Either that or it is Aboleth. Those jerks are behind everything.


9 people marked this as a favorite.
Pathfinder Adventure Path Subscriber

Mulet, no one has run into this because the situation you contrived is not in the module.

Your party has not TPK'd, they have not "lost" the game...you can keep it going...and if your table desires it, it is kind of your job as the DM to do so. Yes your PCs made some very poor choices, but given that, the more I read about your situation in the other tread (about the village) the more clear it is that your intent was to trick them (and you went to great lengths to make sure they lacked the information to make informed decisions).

There is no "correct" way to run Burnt Offerings. It is your story, do with it what you want. But if you as a DM contrive a situation that is impossible for the PCs to overcome, then your players have not failed. The DM has.

This is not meant as a put down or to be mean (really!!!). Just some firm constructive criticism.

You have taken Burnt Offerings way off the rails (again...NOT a bad thing) and your question as to how others have handled your very specially designed situation seems odd.

In my game for example there is a nearby abbey (Windsong) to the north, that is particularly accepting of different peoples (even evil faiths). A cleric of Sarenrae there is investigating the concept of inherent evil and our 2 baby goblins were left in his care as wards. He will raise them and see if goblins are inherently evil, or if they can be taught and redeemed. Yea, it may not go well. But that is what we did in my game.

Best of luck with your game. It shows that you have put a lot of work into it, and I see above that you already have some ideas of what to do. Let us know how it plays out.


2 people marked this as a favorite.
Pathfinder Adventure Path Subscriber

I also like (besides restoring the village) that the Pally loses all abilities UNTIL he can come up with the money to have atonement cast on him. That will make him think twice. yea...I like it....hardnose oldschool!


1 person marked this as a favorite.
Pathfinder Adventure Path Subscriber

If he can get the resources, raise dead is cheaper....but given the time involved, perhaps Resurrection is your best bet. Undoing this wrong could be this players life goal....and I like Valandil's idea too.

Perhaps raise 1-2 of the goblins as soon as possible, and then spend the rest of the campaign "atoning" for his sin. BTW this AP gives you lots of opportunity to play with sin. Read up on the sin points used late in the AP and also your paladin should perhaps get the Wrath tag for Misgivings in part 2.


1 person marked this as a favorite.
Pathfinder Adventure Path Subscriber

hmm.....

My Opinion:
First off, I don't think your players have "failed" Burnt Offerings. You have modified the AP heavily (which is fine - I do that too) but there are quite a few DM imposed obstacles you have put before them making your job a lot harder. Sure, make the PC's actions have consequences, but don't kill the campaign before it even gets going over a self imposed hard line. Keep the AP flexible, and bend it to your players, let it be their story, but keep folding the AP back in when it gets off track. Nualia might attack the town on Monday, but why does she need to demolish it? Perhaps the attack fails due to some deus-ex-machina that Nualia did not foresee. Perhaps she was impatient and sent an attack against the town without finding a way to release Malfeshnekor (she still needs to do that right - as she has not found the secret door let alone the key?)

Have they met Shalelu yet? One option for you is to send your PCs to Magnimar, put them on trial (also remember that Magnimar has no king and this is important to part 2 (you could always replace Haldmeer with a king and it would still work) and have Nualia attack the town, let her have moderate success, burn some more buildings, kill some NPCs, then have Shalelu show up at the last minute and help the town repel the attack (she is level 6 after all). Your PCs return from Magnimar to an even more desperate town, sure that the next attak will finish them off. Make it clear the town will not withstand another attack...with shalelu in tow (if that is your wish) send your PCs off to Thistletop...campaign back in line. Nualia is back at Thistletop furiously researching Malfeshnekor, now convinced that she needs her Lamashtu sent general to finally destroy the town.


Pathfinder Adventure Path Subscriber

So which is correct then?

10th level battle Rager with 2 rage powers toward "increased DR".

1) he has DR 7, DR 14 against non-lethal.

2) he has DR 7, DR 10 against non-lethal (only the invulnerability DR is doubled.)

Same with adding any other DR modifying abilities. Do they all stack and then double? or is only invulnerability DR doubled.

The power reads:

Invulnerability (Ex)

At 2nd level, the invulnerable rager gains DR/— equal to half her barbarian level. This damage reduction is doubled against nonlethal damage.

This ability replaces uncanny dodge, improved uncanny dodge, and damage reduction.


Pathfinder Adventure Path Subscriber

One reason that I believe that "increased DR" does not stack with invulnerability is that invulnerability provides special DR that counts double for non-lethal damage. Are you saying that when you add "increased DR" that in increases this? Or do you need to track which DR is from invulnerability and which is from other sources that don't provide the non-lethal protection?

Or do they all just stack? In other words when you activate stalwart/improved stalwart does the DR provide 2x protection against non-lethal damage?


1 person marked this as a favorite.
Pathfinder Adventure Path Subscriber

I see. Clear these up for me as I am still learning and I fear I have misconceptions as to how stuff works.

First I didn't think you could use Dragon Totem Resilience as you no longer have barbarian damage reduction class feature (which this rage power modifies - it adds 2 to it for each dragon totem rage power you possess...etc..) When you took Invulnerable Rager you gave up the barbarian damage reduction class feature for Invulnerability (Ex).

The same goes for Increased DR, it is modifying something you no longer have (the Invulnerability (Ex) is a special ability that replaced the "damage reduction" class feature and has special DR that counts double for Non-lethal.) Even if you could take it, it just would not stack, as it is a separate source (as the DR it provides is different from the special Non-lethal double protection that Invulnerable Rager enjoys).

Stalwart/Improved Stalwart: Those seem to work! Thanks!

If I am incorrect about Dragon Totem or "Increased DR" let me know as I would like to take those, if they work differently than I thought.


Pathfinder Adventure Path Subscriber
Mercurial wrote:
Indeed. We have an Invulnerable Rager at our table - based on his build, its looking like he'll have DR 18/- by 12th level and it'll continue to grow from there. His Superstition bonus will be +7 and rising. You don't need much healing when nothing in your CR level can damage you...

WOW! My superstitious Invulnerable Rager would LOVE to know how he got his DR up that high. With 90% of DR not stacking, what is he using to boost it? Even if his math is a little off, can you post the build?


2 people marked this as a favorite.
Pathfinder Adventure Path Subscriber

Port Godless:
I had the awesome experience of playing this Mod with both, a flamboyantly gay gnome and cleric of Calistria (two different players). The DM could hardly get out the Box Text that told us our mission was at a Bathhouse without laughing (The two players were already owning the table before our mission location was revealed - At which point it was decided that this mod was written specifically with them in mind). What followed was a full hour of wrong, and some of the filthiest and funniest PFS play I have ever had.


Pathfinder Adventure Path Subscriber

I think part of my undoing was reading the druid guides...too many options and ways to play the class. They are very mature and have role played before. The problems lies not so much with the student but with the teacher. I think I was over thinking it (worried about archetypes etc...) after re-reading the class and Ascalaphus's post I think we will be fine. The class does add options at a manageable pace.

I think Vanilla Druid (16,14,14,10,14,10 array for 1/2 elf), scimitar
we should be good.


Pathfinder Adventure Path Subscriber

Reading through the guides, it appears that most construct a druid as either combat focused or casting focused. I would like options for a combat focused druid. Of course it will have spell casting (unless archetyped away) what I meant was a build that does not focus on spell casting as a primary role.

Avatar-1...does this make more sense:

1) have an animal companion
3) spell casting as a minor role
4) a build that does not rely on complicated combos/options


Pathfinder Adventure Path Subscriber

I am introducing a young person to Pathfinder society. They really want to play a druid (mainly because they come with a pet). They are not really interested in spell casting (I know...), they want to be good at combat. Looking ahead (throwing Wild shape into the mix) I see nothing but frustration and problems. I am trying to steer them toward ranger (imo way easier to play).

Incase I am unable to change their mind, any hints or suggested builds for a pretty easy to play PFS druid? I have read through the guides and the class seems pretty complex, albeit flexible.

They are looking for:
1) most importantly a combat pet (animal companion)
2) Fairly easy to play
3) some but minimal spell casting
4) Combat focus that is not too complicated

suggestions? I would like for them to have a good experience...


2 people marked this as a favorite.
Pathfinder Adventure Path Subscriber

In my game the DM approved mount for the cavalier was a Roc. It was awesome. He did not start with it of course (I think he got it around level 9 or 10ish?....I don't recall exactly). I parsed that paragraph to mean:

1) which mounts are available? The creature must be one that he is capable of riding and is suitable as a mount.

2) how do they work? This mount functions as a druid's animal companion, using the cavalier's level as his effective druid level.

3) what do they start with? A Medium cavalier can select a camel or a horse. A Small cavalier can select a pony or wolf, but can also select a boar or a dog if he is at least 4th level. The GM might approve other animals as suitable mounts (see 1 above).

Flying lance Cavalier after raising the bird captured from a roc nest (it took several years).


Pathfinder Adventure Path Subscriber

Snicker you have mentioned the Beginner Box twice. For PFS you need the Core rule book. The Beginner Box is a simplified version of the rules and will likely confused you once you get the hang of PFS. Get the Core Book. Also as others have indicated Rise of The Runelords is not at all out of print. There is an old version (back when Pathfinder was a D&D 3.5 product) that is indeed out of print. But what you want is the updated version (Called The Anniversary Edition) that works with the Pathfinder Roleplaying Game. It even comes all in one book (in stead of 6).


Pathfinder Adventure Path Subscriber

One thing to remember is that Nyrissa can observe anywhere in the house vicinity via the fable (even if the house is uprooted) so if they buff and try and enter she will know. In fact I am not sure (don’t have the book in front of me) that they can teleport into the extra-dimensional spaces of the tower (even if the house is uprooted). My players had several small assaults into the house and they got “lucky” on one and found the throne room and got to her that way. I think your players may be able to discern her location as “the tower” but be unable to teleport in. High level spell stuff gets complicated quickly and is not my strong point either. I second not having her be alone (especially if your PCs expect to stomp on her) Have Pho or Worm nearby. If they complain, explain to them that they didn’t spend time taking out her support…which should make sense to them. They “should” at least check out the house and reduce her support. Do they know that she considers herself an equal to the Eldest and hopes to join their ranks with her plan. She is no mere high level caster, she considers herself approaching demi-god. Do your players know this yet? Mine were scared to death of facing her.


1 person marked this as a favorite.
Pathfinder Adventure Path Subscriber

Don't forget her Nymph abilities, they are nasty (blinding Beauty and stunning glance). Pick the tough guy and cast Maze on him. Use fickle winds to thwart the archers. Anti Life shell and chain lightning to soften up the pcs. Try a dominate. Or dispel their buffs (actually a clue to beating her) When my PCs faced her she was super tough, it looked dire for a few rounds. They figured out that they needed to debuff her so they tried a few dispels. One anti-magic field later she went from OP to chump. Dropped her the next round.


Pathfinder Adventure Path Subscriber

Also..the magic 1000/gp a day really messes up everything.

Craft Wonderous Item: a magical Folding Boat 7,200gp = about 7 days for a 15 person SHIP!

Craft a non magical rowboat: 50gp (500sp) = about a week and a half (and that is if I set the skill DC at about 15 and give our ship builder a skill of 12 and let him take 10)....I am sure a 15 person ship will take WAY longer but there is not one I can find in the rules.

I think I will throw the crafting rules out and just make up numbers that sound good when I need them.


Pathfinder Adventure Path Subscriber

So....since the 1000gp per day (8 hours) rule is for Magic Items with accelerated crafting making it still 1 per day (4 hours - allowing you to do it while traveling). How much time does accelerated crafting take for NON-MAGIC items. Is it assumed to be 1/2? because the SRD does not say.

it simply says:

Special

Accelerated Crafting You may voluntarily add +10 to the indicated DC to craft an item. This allows you to create the item more quickly (since you'll be multiplying this higher DC by your Craft check result to determine progress). You must decide whether to increase the DC before you make each weekly or daily check.

so half time for +10 to the DC? sound right?


Pathfinder Adventure Path Subscriber

I am doing something wrong. When I look up old threads I see refence to a flat 1000 gp crafting a day? Where is this in the rules, as my craft speeds are WAY slower than that. I think I am missing something.

Take Larz Rovanky with his Leather Armor Crafting skill of +9.
He has an order for MW Studded Leather (a +3 armor bonus).

The Studded Leather Costs 25 gp
The Masterwork Component costs 150 gp.
Converted to SP that is 1750 sp.

If I let him take a 10 on his crafting skill check, he gets a 19. The DC to make the armor is 13. The amount of progress he makes in a WEEK is (19 x 13 = 247 sp worth of progress) if I divide the total cost of the item by 1 weeks progress it will take approximately 7.1 weeks to make the armor.

What am I missing? that seems WAY too long.


Pathfinder Adventure Path Subscriber

I would say that if the condition of "horizontal surface" ends then the spell fails and ends. So you cant roll it up, same thing with putting it on a big piece of wood and then tilting it up, cant do it. The spell either prevents you from making the surface non-horizontal or ends. Blocking the top is a bit more complicated, I might rule that the floor rises up until it is stopped by resistance, thus making the extra dimensional space persist until it can finish. I don't think I would let it "stargate iris" things. Other fun things to do with create pit is put in on water, a platform or balcony, a silk sheet stretched over thin frame (you can slide it under double doors) etc...


Pathfinder Adventure Path Subscriber

As popular as it is I would stay away from Kingmaker (or other sandboxy APs). And my vote is for Rise Of The Runelords AE.


1 person marked this as a favorite.
Pathfinder Adventure Path Subscriber

Hmm, I didn't say that at all. Ask here too.

What I meant was that if any house rules are in play, have you talked to you GM, to see if they have a solution for you (perhaps special training to use your special weapon)? You have not mentioned that you have done that. Maybe add my suggestion to the list of ALL the other suggestions you have gotten from the boards.

If I came off as trying to shut you down, that was not my intent. Happy Gaming!


Pathfinder Adventure Path Subscriber

IF your GM is house ruling how Reach and threat works, then ask him/her what you should do. I would describe to your GM what you want to accomplish and them worth with them on creating a feat/option that does what you want.


Pathfinder Adventure Path Subscriber
Gilfalas wrote:
I have a Fighter Character who is regularly 'Enlarge Personed' who uses a two handed reach weapon for a 20' reach and has Combat Reflexes.

Remember that since you dont have a natural reach attack (other than unarmed when you are enlarged), that your two-handed reach weapon will have a dead zone where it cant make attacks at all if your opponents get inside your reach.

PRD wrote:
A reach weapon is a melee weapon that allows its wielder to strike at targets that aren't adjacent to him. Most reach weapons double the wielder's natural reach, meaning that a typical Small or Medium wielder of such a weapon can attack a creature 10 feet away, but not a creature in an adjacent square. A typical Large character wielding a reach weapon of the appropriate size can attack a creature 15 or 20 feet away, but not adjacent creatures or creatures up to 10 feet away.

When enlarged your natural reach area is two squares all the way arround you, where you won't be able to make attacks with your weapon with reach.


Pathfinder Adventure Path Subscriber

The only thing that I might add is that if you want to give you players an into to Golarion; Definately go Rise Of The Runelords (plus it is excellent). If they die or Finish it (I will guess it my group about 50 6 hour sessions to finish an AP) We just finished Kingmaker at about level 16 and 48 games) then try Curse Of The Crimson Throne, if they die or finish that go with Second Darkness. There is a wealth of Varisia/Golarion lore in those 3 APs.

Or pick a different one (I love techy stuff and Egypt so both of the 2014 APs look AMAZING!).


Pathfinder Adventure Path Subscriber

I think if you were to ask my party (just finished Kingmaker), they would tell you that dispel magic was the difference between victory and TPK on several fights. No spoilers, but in high level fights there is a lot of magic being tossed around. You never know when a caster will show up. I would want it handy. As others have mentioned it would not be my first 3rd but is on the "as soon as I can pick it up" list.


Pathfinder Adventure Path Subscriber

See. I think I am in more agreement with Seebs. Without getting into complicated emination issues, for me it simply comes down to the fact that it is described as a hemispherical shell that prevents entry. If if was not ment to be a shell and instead be a volume would not the spell be better named as Antilife Field (simlar to Antimagic Field, and include similar languge about the spells Area?) And why make it a hemisphere shell if you are not ment to be able to go under it?

I am back to thinking I ruled correctly. Convice me otherwise again. Maybe we need to FAQ this one?


Pathfinder Adventure Path Subscriber

Interesting. For some reason I thought it was a "shell" not a volume. I don't believe it would have changed the fight as the Anti-Magic Field would have killed it (along with the more troubleing "Fickle winds") on the next round. But the "volume" thing is good to know. Would that ruling stand in PFS?


3 people marked this as FAQ candidate.
Pathfinder Adventure Path Subscriber

In discussing a recent game where I allowed a teleport into an anti-life shell, I was told that should not have worked as the PC was "entering" the area of the shell. The spell defines the shell as a "a mobile, hemispherical energy field that prevents the entrance of most types of living creatures." I always interpreted that as "entering" as trying to move across the energy field. As a hemisphere, a critter with burrow could always go under it, for example, so why would a teleport not work?


1 person marked this as a favorite.
Pathfinder Adventure Path Subscriber

I just finished a Kingmaker campaign with a sleepywitch. At low levels it was quite effective (and overpowered compaired to what the others could do). But as they raised in level, fewer opponents could be slept. At the end of the game the witch had a KILLER save DC (30 INT - 20 Start, 4 level ups, and a +6 INT item)...so if it could be slept she took it down. But in the last two books I don't remember her sleeping even a single opponent. It was FAR more useful to Evil Eye or Misfortune, and let her allies thrash them. In some of the mid levels I did give key players Iron will/ Improved Iron Will where appropriate. As a GM, I honestly found the high DC saves more of a problem than specifically the Slumber Hex.


Pathfinder Adventure Path Subscriber

It was epic, and the letdowns were more nitpicks (for me). The campaign will be fondly remembered.

As to Candlemere...

Having just read RoTRLs I wanted to try and introduce very basic and vague references to the Thassilonian Empire. I also wanted Candlemere to be something dark, mysterious and otherworldly. Also my group had put off candlemere for a while so I actually had the opportunity to put some truly terrifying critters in the place. My basic idea was that there is a planar rift on the island that connects to someplace very evil (probably the abyss somewhere) it is not a full tear, but evil, fear, and general nastyness bleeds through. This is what attacts the wisps (they are basically feeding off it) as well some other nasties. Some nameless wizard (possibly a Runelord?) had found this far flung location and built a laboratory here to study the rift. This allowed me to introduce the idea of ancient Thassilon to my players. But with the Runelords long gone, and Thassilon now in ruins the rift was still active and attracting things. One the surface there were a few variant wisps (even some witchfires), as well as 2 Hounds of Tindalos. The self proclaimed ruler of the island was a Moon-Thing attracted to the rift.

The whole thing had a Cthulhu, very creepy, ancient ruin, powerful magic best left alone feel. Eventually the PCs found a way to close the rift, and the wisps dispersed (its own problem) and the party cleric built his own outpost on the island to keep an eye on things.


Pathfinder Adventure Path Subscriber

The DM from CommandoDude's campaign here. Thanks for the kind words! I had a blast running this for you guys. Just shy of 2 years (48 game sessions!) This was my first Pathfinder experience and while we all made some missteps/mistakes I think it turned out pretty good for our first Paizo outing. Looking forward to "Rise Of The Runelords" next.

Two things I would like to address about our campaign.

First, the Pathfinder rules. Most of the problems I had with the rules stem from the game differences in 3.5/4th design philosophy, or house rules based on misunderstandings of how things worked. So the problems are not with the rules per se but with my approach to them. In keeping with the Kingmaker theme, I allowed fairly open Leadership, crafting, magic item purchases, etc... This was absolutely not a problem from the player's perspective, as it allowed for great flexibly when shaping their characters. But from the DMs side of the table, tiny problem, as it was quite an arms race to keep up with you guys and provide a challenge for the party, still quite fun however and that is what is most important. But I don't think I will allow that level of freedom again, I plan to pay more attention to WBL and use the settlement rules to help guide what is available, also minimal crafting, and no leadership (unless it reeeeealy fits with the game, so no for RotRL). I think Pathfinder benefits from some heavier DM management and restrictions (that is what I mean by differences in 3.5/4th design philosophy – with 4th edition it seemed like DMs were encouraged to provide the widest breadth of options available to players (very player focused) as the system had a higher focus on balance to keep things in check. This balance is ultimately one of the things that led to my boredom with the system and eventual switch to Pathfinder. I don't want to get into edition discussions, but I mention it as it frames my state of mind when I began to run Pathfinder. Also these "problems" are not really problems if everyone is having fun. But now that we have "been there and done that", I look forward to seeing how round 2 (Runelords!!) turns out with a bit more DM input. Also misunderstanding how "command word" magic items work (speaking is a free action right?!?) ... .yea ... .standard actions from now on!! I found the pathfinder rules to be a blast, I look forward to running Pathfinder for many years to come.

Now Kingmaker (and I know I am starting to ramble, I will try and make it short). The revised kingdom building rules in ultimate campaign came too late for us, but I am not sure it would have made that much of a difference. I think from the start our expectations of the kingdom building rules were out of line. Part of this is our inexperience with Pathfinder in general (and knowing what I know now, I might have picked a different AP for "our first one"). But really I think it stems from our expectation of the Kingdom rules as a "game within a game". They don't really work that well for that. What they do quite well is act a story aid to further role-play situations. That was missed expectation one. Missed expectation number two is the story as presented in the framework for the AP. I agree with what my player stated above. But would also add that the player guide for Kingmaker being so focused around the civil war in Brevoy sets up, either a disconnect with what the AP is actually about or a TON of work from the DMs part to manufacture the civil war. Kingmaker is perfect for shoehorning in whatever the DM feels like, and as a sandbox it works very well. I did sandbox it around and add my own stuff (I especially like what I did with Candlemere), but one of the reason's I choose an AP over doing my own adventure is - time. We ran the story written in the AP with added sandbox stuff added by the DM. We didn't take the game completely off the rails, but part of that also was my appraisal of the group (how often were you guys proactive on your own ... or was there LOTS of DM coaxing?) Was Kingmaker the "Game of Thrones" story I hoped it would be? No. But the awesome thing is that the AP is written for the DM to make it what ever he/she wants. I chose to make it what was written. And while not "Game of Thrones" there were plenty of awesome moments. Ditto what you said about hexploration/side quests/NPCs. But I also think (except for side quests) that we did pretty good job modifying those things to our group and I tried to bring back all the relevant NPCs in the last book ... .but then again, being "relevant to the over-plot" is not the same as Svetlana worried about ettins attacking Fort Oleg. I hear you and will do better next time.

I gave a lot of thought when I picked our next campaign. Given the type of game you guys seem to like (50% combat, 25% roleplay, 25% CSI) I think that Runelords will be a good fit. Lots of room to move so as to not appear too "railroady" but linear enough that you guys wont get lost with "what should we do next?"

Criticisms aside, Paizo, thanks for two great years of gaming. My quibbles with Kingmaker's structure do not discount that it is a well written and fun adventure to play. And I would say, the best "campaign" I have ran to date. Thank you.


2 people marked this as a favorite.
Pathfinder Adventure Path Subscriber

Two years ago I found my self in the position you seem to be in now. I was very disillusioned with the direction that “essentials” was taking the game, Pathfinder was new and shiny (and frankly had tons of energy and momentum) so we decided to check it out. I played quite a bit of 3.5 (mainly casters) and I find that your position on the system is pretty spot on. But I played FAR more 4th edition. I loved 4th for what it was. it provided our gaming group with a balanced tactical adventure RPG. It was perfect for us….for YEARS. But something was missing. A bit of freedom, a bit of roleplay, and bit of unbalanced chaos. I don’t buy the argument that 4th edition inhibits roleplay. A group skilled at roleplay will do just fine with 4th. But for groups (like mine) that struggle with roleplay, 4th edition suffers a bit from the “here is your hammer, now wait for the nail” structure. My players felt confined by the “encounter” structure of the system (people rarely used their “powers” outside of combat…some groups do fine here, but mine had issues). And as the DM, I both LOVED and HATED that I pretty much had to plan out encounters. There were WAY more “set piece” encounters under my 4th game. But the world seemed bland (A LOT of this has to do on my own reliance on Wizards provided world books…lets face it…the world books under 4th were horrible). I told stories, but the “campaign” felt lacking. And it never filled that “we are playing D&D hole” that hole that I remember how D&D felt and played when we were in high school.

We switched two years ago to Pathfinder. It has been a blast. It has that “old” D&D feel. And cleans up “some” of the issues with 3.5. The system is far from perfect but our games feel more organic and include quite a bit more role-play ( I don’t know why). Not to say that we have not encountered issues. Our party archer (and archers in general are brokenly powerful), our cavalier has found the mounted combat to be a confusing mess (and he too tops the power curve in most situations). Both of these issues (and any issues in PF) require something to fix. And that thing is an aware DM. Notice that both my problem PCs are not caster classes which is encouraging, however if class balance is a priority for you, you will not find it here. I will say that no player has felt useless though. They have each shined at different times in different situations.

I have thought quite a bit about how my table has approached both PF and 4th and I have distilled it down to a Top Down (DM managed) vs. Bottom Up (Player focused) game approach. I fully realize that any table can run their game however they want. I am speaking in broad generalizations. In 4th the game was fairly balanced (Player focused) and my job as DM was mainly story teller and to describe how the PC’s interacted with the world. In Pathfinder, I find that in order to have a good game, I also have to manage the rules as well. I don’t blanket allow most things at my table (like I did under 4th). I disallow certain classes / races / certain feats / traits / certain combat rules / equipment ... etc. It requires a heavier hand. And here is your balance. If the rules don’t fit with your table, it is up to you to adjust it. Keep it loose, don’t play it like a board game.

And in my opinion the game is better for it. Our world feels lived in. It is messier and more chaotic. It is also more dangerous. When we play Pathfinder it feels less like we are playing a game or playing through a set story and more like we are crafting a world.

To sum up. We found 4th to be a better “game”, but we find Pathfinder to be a better “experience” by a wide margin. Both rule sets are good for different things. I think it ultimately comes down to what you want to play and how you play it. That is my experience.

PS: Either way, even if you keep with the 4th rules (and they would require a fair amount of conversion). Check out the Paizo Adventure Paths. They are amazing!


Pathfinder Adventure Path Subscriber

I would NOT recommend Kingmaker for what you are looking for. I am running it now, and while it is very good (excellent even), it is a sandbox framework made for a GM in insert and fill in their own stuff and give the players some freedom they don't normally have. It sounds like you have your own world/campaign to provide that framework and are looking for the fill it in bits to "make it come alive". Kingmaker is the opposite of this. It is all framework/playground, with very little in the way of "fill in bits".

Unfortunately I don't have much to recommend. But here are some suggestions.

1) Look at the community created stuff for part one of the Rise Of the Runelords campaign. There is a wealth on information on making the small town of Sandpoint come alive. And even if you don't use the whole path, Burnt Offerings (part one) has some social town stuff and mystery before it gets all dungeon crawley (not a bad thing).

2) look for some PFS adventures that focus on social. Maybe you can use the setups as a seed for a larger campaign plot.

3) I know you are using your own world, but perhaps the source books for Golarion (Magnimar? Varisia?) or Even the Inner Sea World Guide might give you some inspiration.

4) Maybe others can reccomend paizo modules that lend them selves to social and CSI (mystery).


Pathfinder Adventure Path Subscriber

More Tsuto questions!

Sandpoint is a complicated and awesome little place, so I apologize if this has been answered before or is obvious and I am just missing it.

Tsuto seems pretty important to the plots going on in Sandpoint, so getting his story right seems pretty critical. I can’t find where it says where/when/how he “returns” to sandpoint. I see that he had a falling out with his “father” at mom’s funeral (4702 AR), at which point Lonjiku almost breaks his jaw. Tsuto goes to Magnimar and hooks up with Nualia. That is where I lose his story. It says he comes back to Blackmail his father (but how long ago? And do the townsfolk know he is around?) The AP states that the glassworks is now a front for him. So did dad give him the glassworks as part of the blackmail? Does Ameiko know that he is back (she would have to if he is running the glassworks….) Kind of confused. Can someone clear this up?


Pathfinder Adventure Path Subscriber

A couple of quick questions:

After 4 blooms, my party gathered their totems and checked out the gate (at the castle of knives). They went through to 1000 Breaths. They defeated the Ents, and traveled up to the orchard and deafeated the Mandragora. At this point they roll very lucky and uproot 1000 breaths. Sooooo....

1) There were more blooms to come. I can't find where it says what happens to the blooms if 1000 breaths is Uprooted. I am guessing they stop (for years) as Nyrissa hides in the Fable gathering power to restore 1000 breaths to the first world. Do the encouter's count as defeated for structure (ie add worms if defeated)? I would assume they do not count as defeated for XP. What did you do?

2) It is a little moot, as 1000 Breaths is no longer in the first world. But how does the plane's eternal twilight effect a cleric's ability to pray for spells (if they get them at dawn for example). I don't think this will come into play as I expect Nyrissa might be defeated/ or the party will die before she restores 1000 Breaths. I ruled that since actual time runs in parity with the prime material, he could pray when it would be the appropriate time. What did others do?

PS: Best moment of the book so far was when the party rested in 1000 Beaths and the Rook triggered nightmares where a couple of PCs saved, but enough PCs failed where a secure shelter was filled with black tenacles, a T-rex, a whirlwind, and a succubus. Most disappointing/humorous orgy ever.


Pathfinder Adventure Path Subscriber

Thanks...I did not see that particular thread. And a lot of that is what I do for my home game. What are the strict rules for application for PFS, where an objective is to keep table variation to a minimum?

See a lot of "I do this...", "Well I do this...", "Ok, I do this other thing...". For something (imo) as key as Monster Lore (it really can effect every combat), I would like to see some tighter rules for PFS (or at least some official guidence as to how we are expected to run it), instead of everyone making it up (kind of how it is now).

1 to 50 of 121 << first < prev | 1 | 2 | 3 | next > last >>

©2002–2014 Paizo Inc.®. Need help? Email customer.service@paizo.com or call 425-250-0800 during our business hours: Monday–Friday, 10 AM–5 PM Pacific Time. View our privacy policy. Paizo Inc., Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, GameMastery, and Planet Stories are registered trademarks of Paizo Inc., and Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Online, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Inc. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Inc. under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.