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We instituted a 3 month policy. A book has to be out for at least 3 months before you can use it in game. This allows the message boards to solve a lot of our problems we might encounter in game for us. It also lets everyone get familiar with the content before hand.
So short answer no but that might change in a few months.
Simple monk fixes:
Full BAB, D10, and altered Ki powers.
Some suggestions that we've tried:
I was afraid that this would get too powerful but when we tried it out the monk had a 3/4 BAB so he never hit with it and when he did he never dumped all his ki into it.
This is one that we stole from Dabblers thread on Monk ideas. It made sense to have the character that thrives on mobility be able to be mobile and effective in combat. Again it was hardly game breaking.
While not an item exactly I recently introduced these to my campaign.
54. Waystone Constructed by a long lost civilization these large magical pillars can be found along the old kings road every 50 miles or so. Sought out by travelers these pillars give off an aura of warmth (20 ft), Can create water (10 gallons a day), and can cast daylight.
One of my players suggested the following house-rule and it worked out just fine.
Stab them in the Squishy bits: All attacks involving sneak-attack get a bonus to attack and damage equal to the number of sneak attack die being rolled.
Functionally it's the same what you have suggested and very easy to implement.
I like to think about it like this.
That said I only really use this logic for none intelligent monsters. Any enemy with a intelligence over 14 knows that you finish the job.
Also flesh eating mindless undead will also begin eating PCs the minute they go down. They don't care about their well being just lunch.
I personally don't give out my PDFs. If there is a map or something that needs to be shown to the PCs I will copy it as a smaller PDF and show it to the PCs. The newest DM in our group has a computer monitor at the head of the table if there is anything he wants us to see he throws it up on the screen via a connection to his tablet. It's kind of nice especially when fighting monsters to see a picture of what you are fighting. He'll also use if for descriptive purposes. Ex. the room is filled with trash and then he shows us a trash filled room.
I recently started making 3D terrain for my games.
To clarify. I don't believe that free actions and swift actions are the same. The quote you are posting is not saying they are equivalent they are simply similar. If they were the same thing then they wouldn't have 2 different words. That said I seem to recall on of the devs saying that you can drop an item during an AoO. You can also talk, fall, draw an arrow, etc. To me this implies that free actions are allowed. This is simply my interpretation and I seem to be in the minority.
I've never taken issue with players trying to figure out a creatures stats. If they want to play the game like that and are having fun doing so then what's the harm.
Normally, I will allow a player to use a knowledge (appropriate check) roll to determine what it is that they are fighting and possibly its strengths and weaknesses. I generally use the Monsters CR +10 for an identification and add a +5 difficulty if it's a rare monster. IF they roll Monster CR+12 then they know its strengths (it breaths fire). If they roll monster CR+15 then they know its weaknesses as well (it fears potatoes). Its a house rule developed by the DMs in our group and it works fine.
This. There are two handed weapons that can be used with one hand. The bastard sword is another 2 handed weapon that can be use with a single hand if you have exotic weapon training.
RAW I have to agree with My2Copper. The 5ft square would be not be a random square but the one you set on fire.
From my understanding you can use a free action anytime you are taking an action. So free actions are ok during your turn, during AoO, and during readied actions. Or at least that is how I am understanding it.
DnD Android wrote:
Lets say you are a level 1 fighter with a constitution score of 12. As a fighter you get 1 ten-sided dice of hit-points per level. And because you have a constitution score of 12 you gain an additional +1 at every level. If you had a con of 14 it would be +2, a 16 would be a +3, etc. In order to ensure that you don't die from a stubbed toe everyone gets their max hit-points at level one.
Every level after 1st your fighter gets to roll a ten-sided dice and add that to his hitpoints. then you add your constitution modifier in this case +1 to the total. The toughness feat adds 3 hitpoints to the total plus an extra hitpoint for every level beyond 4.
For clarification: The sorcerer was in fact readying an action. They were in rounds and he had run from the fight 2 rounds prior knowing that the PCs would follow him down the tight corridor and into his lab.
My logic at the time for why he could fire off the second quickened lightning bolt was the line:
Swift actions can be taken any time you could take a free action.
Since during a readied action you can in fact take a free action I saw it as legal.
We ran into a bit of confusion last night and I would really appreciate any input that you all might offer.
A 13th level sorcerer holds his action so that he can fire off 2 lightning bolts when the PCs open the door. One of the lightning bolts is a quickened lightning bolt.
The door opens and the sorcerer fires his standard lightning bolt.
1. Can the PC wizard who has already taken a move action to open the door casts a quickened dispell magic and cancel the lightning bolt?
2. Can the sorcerers second quickened lightning bolt be canceled with a regular dispell magic?
3. Can the sorcerer even cast a quickened lightning bolt since he held his action?
When ever we have a short handed party we introduce the NPC Ban Daid.
He is a merciful healing cleric who has sworn off violence but knows that the PCs are doing the right thing so he aids in their adventures. He is 1- level below the rest of the party and is played by the PCs. Every round his character sheet is passed from one player to the next and his action is decided by that player. Normally he just cowers, casts bless, bursts, heals, or removes afflictions. Since he carries no weapons he can't flank and will normally go a the bottom of the round.
It's an easy work around for the party and works well with my players since none of them ever want to play a cleric.
I looked at a lot of these suggestions and just started to work out my own campaign as well. I figure there must be a Golem master's keep out there somewhere... I went and designed a clock work wizard tower that spun like the gears of a giant clock.
I think that you might want to read the GM's Guide to Creating Challenging Encounters post. (It's a couple of posts down) It will give you an idea of how to go about adjusting the difficulty level of various encounters to ensure that your PCs don't just blow through them. He has a really well thought out guide and makes the math behind encounter design easy to understand and scale appropriately.
That said if your Player are all new to pathfinder and you are first time DM you might just want to sick to the book.
This I like... Angry PCs demanding vengeance. Crafty Drow waiting with retribution of their own.
Many many years ago (in game play) my players encountered a group of Drow nobles. Battle ensued and the end result was that the Drow were all slaughtered. One was questioned first and the Drow noble offered amnesty to the party if she were freed... She was killed with a "Burn in the Abyss you Dark-hearted scum" type quip.
Fast forward 6 years game play time. In almost every encounter my players have had in the past several months they have seen shadowy figures watching them. They know these spies to be Drow but are not sure what to make of it.
While the party is out on an adventure the Drow have made their move. Killing, attacking, burning, and generally destroying everything that the Party holds dear. Friends, relatives, known acquaintances, the bar that they own and operated have all be targeted with various degrees of success. (I rolled some random numbers for what lived, died, was maimed, etc.)
So the question becomes what do I challenge my party with? What would a Drow hit squad look like if they were crafted to deal with the following party:
All the players are 13th level.
Note: All of my players are cool and seemingly excited about the idea of going up against characters that are designed to challenge them. We've spoken about it at length and they all thought it would make for a great story arch. I am not looking for specific builds but thoughts on what character class would be best to deal with each of the players...
I think you've brought a really nice and well balance build to the table. This is the kind of build that adds to a party and can be helpful in almost any circumstance. There are definitely a few changes I would make but they fit my play style and are not necessarily improvements.
What I really like about this build is that you kept it CRB, didn't take an exotic race or use any splat. It's a straight forward build.
I've done this in the past. It works out although it feel very canned.
I would recommend using a pregen campaign as a launching point.
I recently used the shackled cities adventure path to launch into my own city based campaign. I was able to use the first book of the adventure path to transition into a campaign that I really wanted to run. This gave me a world, Maps, a city, and NPCs that I could draw upon easily to fit into my own world. When I disagreed with how a NPC would act or wanted to add something to the story I made changes accordingly.
This might be the easiest way to go with your campaign. 40% pregen 60% original material.
Be willing to make snap in game decisions on the rules. There is always time after the game to look things up and make sure that you get it right the next time.
Be sure to remember that you are not competing with your PCs. Your goal is not to defeat them. Your goal is to ensure that everyone is having fun.
If your issue is that you want a staff earlier in the game why don't you just talk to your DM and ask if you can reskin it and call your wand a staff. A very delicate and not to be confused with a bludgeoning weapon staff.
Personally, I have always thought that Staffs are something that elite wizards use not your run of the mill battle mage.
Unfortunately the last staff we found we used to bar a door... sigh.