James Jacobs wrote:
Several = 5. Each of the Chromatic dragons gets a mythic dragon writeup. And that's probably saying too much already, so I'll stop talking about that now.
Huh? No Mythic love for the metallic dragons? *sad*
One more question about mythic foes... Treerazer, Lorthact, Nightripper and the gang are non-mythic beings. Does this effect hold true for all beings of their tier, i.e. are Nascent Demon Lords, Infernal Dukes and the like non-mythic by definition (despite reaching CR 25, which is the same as at least one mythic runelord)?
Or is it just that all Nascent Demon Lords etc. that have been statted up to now are non-mythic, and there may (or will) be mythic ones, as well?
I just hope mine won't arrive when I'm on vacation.
I am 100% sure it WILL be held in customs, who will require me to PERSONALLY fetch it (paying any taxes) within 7 days, lest the whole shebang will be sent back to Reaper... so, if my triple vampire arrives during my vacation (unless it's in the final week), I'm pretty much screwed.
James Jacobs wrote:
One question... with the Wrath of the Righteous AP coming up, is there much of a chance for the next 'lower tier', i.e. some Nascent Demon Lords, getting some more fleshing out, as well?
Lumiere Dawnbringer wrote:
Immune to Weapon Damage without a niche enchantment
Huh? Last time I checked, about any magic weapon was able to affect incorporeal creatures. What is this immunity you are speaking of?
Lumiere Dawnbringer wrote:
Umm... take your choice. I don't know of too many effects that completely bypass all three, unless your whole concept of AC consists of wearing as much metal as you can tote around.
Lumiere Dawnbringer wrote:
is a complete "Screw You" to martial characters
Even if this were the case, what exactly is your problem? If a monster is a complete "Screw you" to casters, that's perfectly fine, even desirable; but if an encounter requires martials and casters to work together with one another, it's the end of civilisation as we know it?
Newsflash: It is not the aim of the game that the burly guy with the two-handed ragehammer (or pouncelance) should be able to clobber everything into submission with ease.
Lumiere Dawnbringer wrote:
Huh? Come again?
I am aware that a ghost sorecerer is vastly under-CR'ed. Which means it is a lucid dream for a GM who wants to cram as much oomph as humanly possible into a given CR.
Sorry, but I don't buy into your 'Casters are waaaay to powerful already, so anything and everythin in the game that has the edge over martials should be nixed immediately' view.
The system is full of options, some more powerful than others. So, yes, there are some domains that are more powerful than others, and some subdomains that are. However, as far as I am concerned, subdomains are not necessarily more powerful than their parent domains, or vice versa. For me, the only impact on disallowing the pick of two subdomains is a reduction of options, not power.
This having been said: Your GM is pretty inconsistent in his strictures. If he allowed 'all Paizo sources', I see little merit in revoking that statement. Still, being the GM, he will have the final word in what he does, or does not allow.
Oh, and Milani is not a third party deity. Your GM might want to have a look at Faiths of Purity (a Paizo source), and at the second adventure of the current Reign of Winter AP (which features an article about Milani)
As the people before me stated, on skill checks, ability checks and the like, a result of 1 or 20 is just a numerical 1 or 20.
If you wish to add some randomness without getting an universal 5% chance of being able to jump the moon, you might, as a houserule, consider these rolls open-ended rolls. For example:
On rolling a 20, add 1d6-1 to the result.
The same mechanics can be applied to a natural 1.
However, keep in mind, that these are house rule ideas only. By official ruling, die results of 1 or 20 on skill checks are just numerical 1 or 20, nothing more.
Still not sure whether Magic Fang comes as potion or oil.
If it is a potion, how does the drinker choose which of his natural weapons will be affected? After all, any choices regarding the spell have alreay been made by the caster when producing the potion.
If it is an oil, you can apply it to yout claw(s) quite nicely... but somehow I fail to visualize the application on your bite attack? (Well, maybe with some kind of toothbrush?)
What are the requirements an entity has to meet for gettings souls sent to herself by Pharasma?
Full deific status? In this case, no one worshipping e.g. a demon lord, or nascent demon lord, would get to his patron directly.
Demigod status? Ability to grant spells? Having a cult at all?
Cheers, and thanks!
Regarding the humanoid thing, it seems strange to me personally. There some reason why tieflings aren't humanoid? I mean sure they're part demon, but still that's only partially, and demons are unofficially/loosely humanoids anyway (if you were to describe them).
According to their Bestiary entry, Tieflings (and Aasimar, Sylphs, Fetchlings, Oreads and a few more) are 'Outsiders' (with the 'Native' subtype), rather than 'Humanoids'. Yes, this leads to quite a lot of... interesting rules effects.
Tne fact that demons (and devils, and angels...) often have humanoid forms is utterly irrelevant. What you need to be looking at is the 'creature type'.
It is the devs' stated and repeated position that the planetouched races are considered Outsiders, rather than humanoids, on purpose.
Which, of course, may run into some slight issues with the Palladin = Lawful Good and Barbarian = Non-Lawful rules.
Not every GM is too thrilled to allow alignment changes in the career for the reason of 'my build requires that'. In any case, that's no raging any more.
Actually, as far as I remember, the devs' reply regarding the elementally planetouched races was along the lines of 'There are very few canonical examples of these races in Golarion, so we just don't care', as opposed to Aasimar/Tieflings, where the 60+ age for adulthood would clash with existing storylines.
Shain Edge wrote:
I'm fairly confident that the understanding I have taken of the rule would be supported by the designers, in that it doesn't hurt game balance. In fact, a +1 Bane sword for x & y (18,000gp)is more expensive then two swords, one for +1 Bane X (8,000gp) and one for +1 Bane y (8,000gp).
Umm... you are aware that, from +2 Bane upwards, the one double-bane sword will be cheaper than the two single-bane swords?
So, please refrain from picking sweet spot examples as proof for the designers' intentions.
Unless you have more evidence than I've seen, I don't think there is a RAW order. Neither the DR or incorporeal sections make it clear. JJ has offered his opinion and that's the closest we have, but it isn't actually RAW.
Hmm... In 3.x, there was a comment in the FAQs stating that defensive abilities are always applied in the most beneficial order for the affected creature.
Unless PF has deliberately nixed that stance, I see no reason to assume any change.
Mechanics aside, I must say I have to agree with the OP, flavor-wise.
Last time I checked, a Sorcerer was able to wield magic due to some ancient or eldritch powers singing in his blood.
Like the magic of Dragons.
Coming soon to a supplement near you: The Commoner Bloodline.
All of your poses seem to have some sort of breeze blowing your hair at just the right angle. Do you hire a wizard for that or is it just a part of being dashing? If so, what feat does one take to achieve this effect?
*muses* So This is what the Breeze cantrip was intended for...
one request for your opinion on what would be a rules question, if I may...
Would you consider an outsider familiar (as attainable via the Improved Familiar feat) to be affected by spells like Banishment or Dismissal?
If so, is there any easy way for the Wizard (or Witch, or whatever) to get her familiar back?
Seems the majority of your problems come from the players, rather than from the chars.
As for the dhampir; the players are right, to an extent. There's no reason to change her to lawful evil if she claimed to be chaotic good. In my opinion, chaotic evil might be a nice fit, however.
As for the witch, it appears the player is cheating on top of max-maxing (sic!). As several other people here have pointed out, Slumber is totally negated on a Save. Plus, while it it possible to get the save DCs to hexes insanely high, I'd recommend you double check his numbers... or post his build. There are quite a few people here who are rather adept at dissecting character builds.
In game, if you wish to take things to a personal level (something I'd recommend to be careful with), you might give him a taste of his own medicine. A coven of Swamp Hags (with a level in Witch; don't forget the stat increase) team-targetting the obvious Witch with a cascade of hexes might be quite... educational.
Of course, you can also try things like Golems (who are quite resistant to several of his tricks).
Oh, and one final word: Don't allow him to hold the players hostage with his backstory. Call his bluff. Screw with his familiar.
Well, let's have a look at our villige Elder, Old Irina, a 7th level Commoner.
As her title implies, Old Irina is very old. Venerable, to be precise, reducing her constitution score from the 11 she had when she was spry to a measly 5. The fact she did not use her favored class bonus to improve her toughness does not make things better.
Prize question: How many hp does Old Irina have when uninjured?
a) 7d6-21 means an average of 3.5 per d6, for a 0.5 per d6-3, thus she has 0.5 x 7 = 3.5 hp, rounding down to 3.
Now, to complicate things, Irina has fallen ill, and is suffering a -2 constitution penalty. How to adjust her maximum hp?
a) Just deduct 7 from her max hp?
Bonus question: If Old Irina spent her 'favored class' bonus on hp instead of skills, would this 1hp per hd taken into consideration before the 'no less than 1' rule, or after?