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Cartigan wrote:
Aretas: While I don't generally agree with Cartigan, and I know you were being humorous with the title, I think this clarifies what you are asking. Namely, "Low Charisma characters: How to prevent them?" Best thing to do is to mention it before character creation - that Charisma will be important in your campaign. Even if that's a complete bluff, that should have a big impact on the ability score distribution. But once you've got the low Cha characters, punish/shaft them? No. Make sure to occasionally include some important affects based on it? Yes. Bitter Thorn wrote: I'm conflicted. Any law that says, "Show me your papers.", makes me uncomfortable, but it seems odd to me that the standard for voting should be lower than the standard for getting a beer. I have had to produce ID for voting for decades; it seems like there should be some minimum standard to discourage fraud. I am an Election Judge here in Texas, and there already *is* a standard for voter identification. Explicit instructions are given to all poll workers, and great care is taken. The new voter ID bill is based on the fraudulent premise that there is some massive level of fraud going on, when (literally) millions have been spent by the attorney general, uncovering (figuratively) nothing. My suggestion: Take the top four characters, then add half the rest, then divide by 4.
This formula in the prior examples (new numbers in bold). Brother Elias wrote:
Ricky Bobby wrote:
[Thod]Spoiler:[/thod]Thanks for the spoiler tag Thod - haven't played that one yet! *: If group is at APL 5, and playing a 1-7, they have the option to play up of course. Otherwise they are already playing at maximum tier. GM'ing note: I don't do it often, but I'm not above adding a few hit-points (or minions) when there is a larger group having too easy a time of things, particularly for a final battle when there's no/little risk of actual death. It can really end the scenarion on a positive rush for the players. In the past you could volunteer for as many or few as you liked (I've done two both years). Last year was $10/slot in store credit, plus the GM grab bag. I think there was a 2-slot minimum for the bag. Personally, two has really worked for me. I get to run the same module twice, so easy prep, without it getting too boring. Then I get to play about twice, with time for banquet and a few seminars, or catching a showing of "Burnt Offerings". Running games at Paizocon has honestly been some of the most thrilling times for me - *high* quality players, even if they're newbies they're going to be enthusiasts. Once you run a game for "The Most Powerful Mage in All Absalom", it'll never be the same :) Erm.. /end soap-box Liz Courts wrote:
Well - I liked the Golem (have 8 of the glasses, though it's also a commemoration). I'd probably pick one up each year as well. As for what, I'd love to see some with a Sihedron rune on them. I still get a thrill out of that. Black Fang wrote:
Wherever there is PaizoCon, there will be Goblins. Wherever there are Goblins, there will be tasty treats made from their pre-extracted brains. I think topping last year would require arrestable offenses. It's a ridiculous spell in so many ways. Utter nonsense. Coming in to the thread, I'd have said masterwork on the weapon part only. Pirate has quoted some interesting information, but I'd actually say that he's taken the wrong interpretation from it (though the best supported one so far). Key part wrote: Even though some types of armor and shields can be used as weapons, you can't create a masterwork version of such an item that confers an enhancement bonus on attack rolls. Instead, masterwork armor and shields have lessened armor check penalties. I would suggest that this applies to shield bashing, etc. And that it doesn't apply to actual weapons, such as armor spikes. That those can indeed be made masterwork, as they are literal weapons, not simply a big solid object strapped to your arm that you're whacking away with. I would further suggest that a Klar's blade falls in this category. If that interpretation is not accepted, but Klar is allowed, it really doesn't matter if you get proficiency with it as a shield. A MW Klar has no armor check penalty, and thus no penalty for use by non-proficient users, other than not being able to take the Shield Focus feat (for that Klar only). Pendagast wrote: Umm you cant rapid shot AND flurry. Yes, you can, or at least a monk can, I'm not sure about a ninja. Flurry works like two-weapon fighting, which *can* be combined with rapid shot. It just isn't all that common. To another's point, dust of appearance is really not that cheap - one handful is the same price as a 20-charge wand of glitterdust. Glad to help Oliver (pardon for the delay on the reply).
Oliver McShade wrote:
HaraldKlak was somewhat correct that you can't directly compare a +1 equivalent to a gp value, since the price increases over time as other effects are added. However, since when has that stopped us? Harald makes a good comparison with an enhancement bonus, but lets look at the gold. The minimum price for a flaming quality is 6000 gp, since it has to be on a +1 weapon already. For easier conversion, let's switch that to shock. That matches up with a caster level 1 shocking grasp spell. Shocking Grasp requires only a touch attack, whereas on a weapon it has to hit the full AC, but of course this is a "free" addition to the weapon damage. CL 1 x SL 1 X 2000 (use/continuous) = 2000. Technically usable up to 5 times per turn (BAB 16/11/6/1 + Haste) or even 9 times for a monk. But on a reasonableness scale, multiplying by 3 for uses per round would be rather fair. Alternatively, it could be looked at as a 5th level spell (quickened shocking grasp) but still 1st level effect, which would make the price 10000 (same as going from +2 weapon to +3 weapon). 30000 if you consider it 3 quickened's per round, but that's getting a bit silly. Really, Harald's comparison of enhancement bonuses (which the price is actually based on) is the best way. That's one of the atomic baselines of magic item pricing, and doesn't need to be proofed. Showing that the flaming damage (which also bypasses DR by the way) is roughly equal to an enhancement bonus is all that is needed to justify the price (which can vary from 6000 to 38000, pre-epic). Oliver McShade wrote:
A. This is essentially Command Word activated (anything that is a standard action to do just that falls in this category). Use-activated is automatic when you simply use the item (swing the sword, etc.). B. Instantaneous duration spells have no duration modifier to price, because they *cannot* be continuous. You cannot have a permanent duration cure spell, damage spell, or even wall of stone spell (that would fill the universe with stone). It's simply instantaneous, whenever activated. Duration adjustments are for continuous effects only. C. You are correct here, all armor and weapon special abilities that are not related to the weapon are priced at +50% (see the fire resistance on armor vs. resistance rings for instance). D. Cost = 3*5*1800 * 1.5 = 40500 gp. That's actually *exactly* the price of a "+4.5" weapon, which pushes this ability to +5 I'd say, were you to actually convert it to a +modifier (which isn't necessary), but +4 is probably reasonable as well. Assuming it's applied to a +1 weapon, you're paying 50k for at will fireball, instead of 45000 for 200 fireballs (4 wands of fireball). About the same. Brawler wrote: Devil Dance (Ex): At 5th level, the filthy beard brawler can increase the reach of his melee attacks by 5 feet until the end of his turn by taking a –2 penalty to his AC until his next turn. He must decide to use this ability before any attacks are made. He can spend 1 ki point to avoid the -2 AC penalty for one round. This ability replaces high jump. Not sure why no one caught this, but it would be far better to use a ki point to gain +4 AC for one round, than to negate a -2 penalty. I almost didn't read this one from the name, but I'm glad I did - I'm not a huge fan of any devils or demons in general, but the Bearded Devils always struck me as fascinating (some nice ones in the epic Quicksilver Hourglass as well). The bleed effect isn't nearly as strong (at least initially) as the Belier's Bite feat out of the Cheliax book, available to monks at Level 1. I hope your head is feeling better Charles, because you've got my vote, and I want to see more! I've never been that big on Samurai/Ninja/etc., but to refute the use of the term based on the associated imagery is... absurd. The associated imagery is the whole point of using the name. *Particularly* as the next AP (Jade Regent in August) will travel to Minkai, the Japan/Nippon equivalent land in Golarion. Using a word with strong imagery can be limiting, but it also provides an 'in' for someone new to the class or idea, an archetype (in the usual sense) to embrace and grow on. That's one reason I far preferred "Thief" to "Rogue" prior to (and well into) 3rd edition, even if in the end Thief was too limiting for the new concept. bubblegumnex wrote: Also, brew potion. I'm under the assumption that, as long as the alchemist knows it, he can brew a potion of any spell up level and including level 3. Unless I'm mistaken, you can only brew a spell into a potion if it is a spell that *can* be brewed. In other words, it must target one or more creatures (or objects for oils), and cannot be a Personal range spell. Oliver McShade wrote:
More precisely, the bonuses listed under the Temporary Bonuses (for effects lasting 1 day or less) do not include increasing the number of uses for anything based on an ability score. FWIW, in 3.5 there was a Sage Advice on the topic, that did say it would grant additional uses (the question was specifically on Turn Undead). The Sage made the careful note that when the additional uses went away, that didn't mean the *usage* went away. In other words, if you normally had 3 uses, and had used them all up, the spell would give you two additional uses. If you used those, you couldn't cast the spell again after it faded to get two *more* uses - you've already fully exhausted uses up to 2 more than your normal allotment. Also, if you had 3 uses, *hadn't* used them, and cast the spell, you could not use 2 uses "for free" and still have 3 left after the spell ends. The temporary vs. permanent bonuses section solves a *LOT* of problems, including this question. I, however, prefer the Sage's method and continue to use that in my games. It is not directly valid under Pathfinder, but neither is it particularly broken (though it does make a scroll of eagle's splendor much better for a cleric than a scroll of cure moderate wounds). This was the first one I clicked on to read, because I was intrigued, and I didn't think an item could live up to the Iron Bands of Bilarro (Binding). I was wrong. Great Job Charles! I agree with the move action criticism (I think the suspense is far greater to see this activated, and then not know when the bolt might come). Other than that, bravo. I like the weather, I like the form, and I even like the possessor bit (ala Rod of Splendor). If it was more than 5 resist, it would be excessive perhaps, but it's nicely suited at 5, which is a resistance sorely lacking since 3.5 (when endure elements changed). Good luck with the sore head! Edit: Added spoilers as it's a side conversation.
Spoiler:
It's actually *quite* easy for the Monk to be overpowered. Most cite them as being multiple-ability dependent, but truly they are multiple-ability beneficent. All that is needed for a monk to be "too strong" is strong ability score rolls. AC can skyrocket, DCs of their special abilities go up (as well as how often they can use them). It adds up quickly. The Council of Thieves game I'm in has a "superhero" monk from some very solid rolls. She consistently out-damages my paladin and the ranger when smites and favored enemies aren't involved, and sometimes when they are. Plus she's definitely the tank, even with a base of 11 Constitution, sporting a 28 AC walking around most of the time (9th level). The Wraith wrote:
Wraith - spontaneous casting cures is not a full-round action, unless you metamagic the spell as well (empowered cure critical wounds in place of blade barrier for instance). 100% agree with the rest of the post - very nice summary. Lythe: 27/30 AC at 11th isn't that high for a cleric in full plate. The one thing you really need to check is that he has the Heavy Armor Proficiency feat, as cleric's are no longer proficient with heavy armor automatically. LostSoul wrote: What about Bonus Languages? Those, and "Wizard bonus starting spells" (they start with 3+Int 1st level spells) are not retroactive. Just be happy the maxed out skill *is*. A very nice DM could let you learn an additional language over time, or have one assigned to the headband, but that's not covered by the rules. gbonehead wrote: Hey, another one! I was beginning to think I was the only Charter Superscriber out there. Nah, plenty of us out there - just look for the Golem Glow! Bookkeeper wrote: Don't despair. We're running at about the same rate of speed. Just passed two years playing (six-month interlude due to deployment) and the party is currently hunkered down outside Jorgenfist wondering why the gods think fortresses full of big monsters are so cool. My RotRL ran 6 weeks shy of 3 years, and that was with a slight rush at the end. Is that a Goblin Skull Bomb in Jamek's hand? Congratulations to the group on their success! No casualties though? Dirkfreemont wrote: Would a fighter in PFS with a 7 int receive extra bonus skill ranks equal to his level if he wore a headband of int +2 for 24 hours? How about if he stuck a +2 int ioun stone in his wayfinder? I presume you are asking does a fighter with a 7 int (who would normallya get 1 skill point by sheer minimum) gain the skill from a headband +2, seven though a fighter with 9 int would *also* get just one skill point. The answer (for the headband) is yes - the text does not in any way reference the Int score of the person donning the headband. It even works for animal companions going from 2 to 4 int (assuming headbands are an allowed spot in your game). It does not work for Ioun stones in any case, as noted by others, because it lacks the specific text. As the standard ioun stone is only +2, it doesn't make that large a difference. Lord Pel and myself organized two tables last year - we were already planning to return. Dragnmoon - if any of you guys would like to make the trip up, would be great to have you on board. You've got my email, but it's in my profile if you need it. Brian, should we be contacting you or Rollin Kearly? Go for it Andrew - should work well. Make sure to take Enlarge Person :) Sorc2 might be a good spot to stop, to get some extended duration. Don't take Mage Armor - just live with a bit of spell failure from leather, mithril shirt eventually. It's not that bad. Shield is a great idea. Multiclass characters tend to be stronger at low levels, and gradually weakening as the levels go up (where the peak of power gets more important than versatility). But as PFS ends at 12, you won't be too far down that ramp. After 2/2, I'd pick one and stick with it - probably Barb from how you describe the character. Atanas wrote:
I don't have any problem with flaws myself, however I would point out that you actually don't *qualify* for that flaw - your stats are too high. Also, taking a (very broken) feat that replaces the stat you dropped is pretty cheesy. For anyone wandering, assuming the lowest possible (before racial and stat bumps), that is a 48 point-buy (equivalent). While that is relevant, it'd be important to know what the equivalent point-buy of the fighter's in his group was. Atanas - I don't see where you're getting +8 to Strength from - Bull's Strength is +4, Enlarge is +2. That would make 24 Str, or +7. Mithril Shirt is two lower AC (or 1 from the numbers you posted). I don't see where you get 70 speed (should be 60). None of vampire torc, boots of stomping, or gloves of devastation are in the DMG, fyi. You are correct that you can qualify for the feats you list in a different order (Lunge at 9th, Power Attack after 1st, and Hold the Line after Combat Reflexes). Your AC bonus (not necessarily the total AC you list) from spells is actually under (+13 in bonuses, and -2 in penalties). I have no care or comment on the Eidolon, but simply taking a Fighter with your stats, here's what I come up with: Spoiler:
Str 18, dex 16, con 18, int 13, wis 7, cha 18 85 hp (rolling as badly, 99 avg), 25 ac (+12 armor, +3 dex)
Flaw: Shaky Flaw Feat: Force of Personality Racial: Iron Will L1: Power Attack, W. Focus (Greataxe) L2: Cleave L3: Combat reflexes L4: W. Specialization (Greataxe) L5: Toughness L6: Vital Strike L7: Lunge L8: Greater W. Focus (Greataxe) L9: Hold the line Weapon training (Axes +2, Bows +1). Weapon: Adamantine Greataxe (1d12) Armor: regular Full plate +3 (Heavy, +12 ac, +3m.dex, -3 check) "Group Buffs": +10 atk/+6 dmg, +Haste from you (group spell) = +11/+6 "Self Buffs": Wand of Enlarge Person on self (needs to roll a 5 with max ranks after the first time). When Buffed (all 1 round of it): 60 Speed +2 Str -2 Dex (including -1 AC) -2 AC when using "Lunge" Large Size Full Attack [with party buffs, no activate items]:
Summary: More damage, more options, about as good AC as well, with plenty of room to do more in the same amount of prep time. I really enjoyed running this scenario as an introductory scenario for 5 newbies - straight forward mission in general, but plenty of twists in the faction missions (I agree with the reviewer that there is some potential for difficulty on that front, but then, they should be *earned*). The 'dungeon' itself is straight forward but interesting in design. I did get slightly confused as to which stairs were up and which were down. Two slight errors I noticed, one of which might be worth correcting the PDF:
Spoiler:
The first encounter (Tier 1-2 at least), damage dealt is one too high.
Also, the Oil of Bless Weapon (also only Tier 1-2) on the Chronicle sheet should be listed at 50 gp, not 100 gp. (This was a carryover from 3.5 - price changed for Paladin/Ranger potions since minimum caster level changed). Corrected in 2nd or 3rd printing of Core Rulebook. PurpleWizard wrote:
Linkified them. Louis IX wrote:
Never owned a cat eh? I don't really disagree with you though. People shouldn't Pounce, in my opinion. Allowing that sort of craziness in the first place was probably just a response to the limitations of "move-swing once; repeat". We have better solutions now.
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