Jacob Saltband wrote:
Do you total all numbers and then apply the minus? I believe this is the standard way correct?
While this would be the standard way, it's not the way Pathfinder is doing it.
Pathfinder applies the Stat penalty before everything else, then adds the modifiers due to race, favored class, and the like.
Thus, a Lawful Stupid Human Paladin with an Int score of 3 would have 2 - 4 = -2 skill ranks per level, but not less than 1. So 1 it is.
Now the +1 for being human is added, plus another possible +1 for the favored class bonus.
Which results in 2 or 3 skill ranks per level.
Yes, this means that for any member of the 2-skill-ranks-per-level classes, their available skill ranks stay the same throughout the complete 3-to-9 spectrum for their Int stat.
Which is one of the reasons why it is so popular to dump Int all the way down to 7 (or even 5, if racially penalized) if playing one of these classes and already taking a minus to Int. After all, you aren't likely to take Int skills anyway, there's no save associated with it, and your skill ranks stay the same, so why not go the whole way?
I do find it kind of weird that the Runestones of Power are twice as expensive as PoP. In a game where I allowed both types of items I think I'd make the two items match in price.
The idea behind pricing the runestones higher is that it costs an action to recall a spent spell with a PoP, while the runestone is available from the get-go.
Personally, I don't think this advantage is worth doubling the price, either.
stuart haffenden wrote:
Then again, the rod requires a hand, plus it increases your casting time...
A proposal I made in the Beta testing, was that the bloodline spell of each spell level should be gained earlier. Therefore, the level 2 spell would be gained at caster level 4, when their other second-level spells were learned.
Seconded, thirded and fourthed.
I can live with the Sorcerer getting his spells a level late. However, the variety of spells when reaching a new level leaves much to be desired.
Every single six-level progression class gets two new spells known when they reach a new spell level.
The Oracle gets access to three new spells known (one from her spell progression, one from her mystery, plus a cure or Inflict spell).
The Sorcerer is the only class that gets one.
Granting these Bloodline spells a level early (or two levels early, in case of the first level spell), at the very moment the Sorcerer comes into the power level to actually cast them would both be thematically appropriate (these spells are a cornerstone of his arcane definition, after all) and remove the 'single spell to spam' effect the Sorcerer is suffering from at the time.
James Jacobs wrote:
The idea that PCs need every advantage they can get presupposes the existence of a GM who is taking every advantage to TPK them. That's not the type of game I like to play or run. The best way to run is a game where the players are free to build what they want because they trust the GM that he/she will throw challenging and entertaining encounters their way but isn't all about trying to "win."
^^ This ^^
On to some questions...
The 'free will' thing interests me, as well... up to now, I considered aligned outsiders to principally have free will, but with a set of strong instincts pulling them towards acts fitting their alignment subtypes, making out-of-alignment actions very counter-intuitive for them. It just feels 'wrong' (with a capital W).
In addition, I'd like to ask a few more questions regarding Arueshalae, if I may...
Apparently, she cannot engage in acts of passion without automatically starting to drain life force from her partner. Is this effect inherent to Succubi, or is this a particular problem Arueshalae has to cope with?
Draining life force from a creature is considered an 'evil act' for her, endangering her redemption. Does this hold true even if said life force is freely given? After all, a character might decide that giving her some comfort is worth the price... negative levels aren't that hard to cure.
Of course, this might be reinforcing her 'feeding' instincts, so it still could result in a throwback...
Ah, the story continues... :(
I just got mail from Paizo that the package in question has been returned to you, the german post office claiming it to be undeliverable.
Which has caused Paizo to suspend my subscription.
Since all other packages I ever received from Paizo (including the replacement shipping) were successfully delivered to this very address, I'd like to ask Paizo to un-suspend that subscription of mine.
Thanks in advance.
And, incidentally, why abortions should always be available for those who want them. Women who are qualified to be mothers are qualified to decide NOT to be mothers.
Unless the qualification you are referring to is purely physical, this would imply that women who are not qualified to be mothers are not necessarily qualified to make that choice...
I hope no one in this thread thought my wizard build was a serious suggestion.
*laughs* I didn't.
Admittedly, I think he would be quite effective as long as the group he's with is capable of defending him.
Ah, but what group would put up with him?
Too weak to carry his own pants, with a persoality that is likely to be reminiscent of a used toilet brush and the common sense of a two-year old... thanks, but I'll pass.
Plus, he'd be likely to catch a cold from as much as looking at an ice cube... and dying without a chance of recovery.
Good luck protecting him from that.
*ducks for cover*
Goth Guru wrote:
James Jacobs wrote:
Before I worked at WotC, I worked at a life insurance company in a call center answering phones and talking to life insurance agents who had problems and gripes and complaints about how we were handling their commissions money. (This was, by the way, my least favorite job ever...)
I can imagine. *shudders*
Are you, by chance, aware of the site customerssuck.com?
Shin Bilirubin wrote:
Each day you can teleport a total of feet equal to 30 times Wizard level (@ level 11, 30 x 11 = 330 feet). This is used is 5 ft. increments, until all of the daily amount is used up. So if you teleport 50 ft in one go, you'd still have 280 available.
In addition, if you wish to take Boris the Strong and Fair with you, you'll have to pay for both his and your movement out of these 300 feet per day.
So, if after travelling 50 feet, you want to go another 40 feet, taking your prize fighter in tow, you'll deduct another 2 x 40 = 80 feet from your daily allotment, leavin you with 200 feet to go.
Detect Magic wrote:
I thought bastard swords were pretty simple. What's the confusion? It's a two-handed weapon that you can wield in one hand if you have the feat. What am I missing?
In a nutshell, Malachi claims that a bastard sword of any size, not just your own, is considered a martial weapon when wielded two-handed.
Others (including myself) are of the opinion that the "One Handed = Exotic / Two Handed = Martial" equation is valid for Bastard Swords designed for your own size, and is subject to the same scaling rules as the usual handedness of weapons.
Oh, and the Bastard Sword is not a 'two-handed weapon that you can wield in one hand with EWP'. For all design purposes regarding cost, hardness, and the like it is a one handed weapon.
And vestigal arms holding bastard swords?
Oversized bastard swords? *ducks for cover*
Actually, I agree with you that a fifth person does make a difference. I just think that it can't really be quantified simply by a percentage like 25%.
It really depends on who that 5th person is.
Our current CoT group (Ftr Pal Rog Sor Wiz), when complete, is having less difficulty with bumped up encounters than the same group minus one player has with standard encounters.
Lord Snow wrote:
And yeah, 6 players IS a big deal... which I think is a certain weakness in the design of what is essentialy as social game. Pathfinder DOES begin to crumble when a party has a slightly different party size. But what are you to do if you have 6 friends who want to play? not everyone can afford the time to split the groups, and many wouldn't even want to. This is a serious issue.
While I'll admit that a party of six got significantly better synergies than a party of four - what's stopping you from giving the same kind of synergies to the opposition?
Instead of increasing the number of orc raiders by 50%, add some bards and/or clerics to the band.
Instead of adding another +1 template onto the solo boss, give him a lieutenant for buffing, battlefield control, or the like.
If action economy or effect synergy is what makes the party strong, use it right back at them.
One more (possibly dumb) question regarding hags and changelings...
Given their habitat, the possibility of a... union of a Sea Hag with a Merfolk does not seem too far-fetched.
How would you stat up any offspring in this case?
Actually, it has come up before... and answered in the FAQ.
As presented on page 549 of the Core Rulebook, there are no limitations other than (1) you have to have the item creation feat, and (2) you cannot create potions, spell-trigger, or spell-completion magic items without meeting their spell prerequisites. So racial requirements, specific spell requirements, math requirements (such as "caster level must be at least three times the enhancement bonus"), and so on, are all subject to the +5 DC rule.
...and was trying to understand: does that mean at the 4th level a Sorcerer can switch out a spell they previously learned and pick 1 new spell as well (essentially now knowing how to do 2 new things rather than just one, even though one is just a swap-out)?
Your set of known spells at level 3 is:5 cantrips
3 Level 1 spells, plus your bloodline level 1 spell.
Your set of known spells at level 4 is:
So, upon leveling up to 4th, you get to choose two shiny new spells:
In addition, you can exchange one of your spells known (except for your bloodline spell) for any other one Sorcerer spell of the same level. You don't have to, though.
Marc Radle wrote:
The question is only 'Can a paladin activate smite evil in the first place on someone who has cast mirror image'?
And the answer is 'Yes, he can.'.
After all, Pally can see his target quite well. Last time I checked, Mirror Immage didn't interfere with you being seen...
Taku Ooka Nin wrote:
Outsider (native)s like Aasimar and Tieflings are immune to normal channeled energy, the cleric must have the feat so it effects outsiders in order to heal these two natives.
Negative on that, Houston. Every living or undead being is affected by positive and negative energy, unless specifically stated as being immune.
Feats like Alignment Channel just give you different targeting options.
Whoever gets her into thinking thst she is the one who NEEDS to be saved first, for whatever (possibly made-up) reason? (Bluff checks FTW)
*ducks for cover*
I still don't see why some people get all bent out of shape over this. The person is after all taking two rounds and two spell slots to pull this off. Hardly something that is useful in an emergency.
On the other hand, for a spontaneous caster, it pretty much changes his repertoire to 'all spells on the Sor/Wiz list'.
If going the Eldritch Heritage route, getting access to the complete Sor/Wiz list as an Oracle does seem worth a level 3 slot for me.
Now mind you you're talking about a wand that would cost 250k in spell components alone to make for the minimum version! And that's before the cost of enchantment. Items of that kind of value should not be placed randomly.
*laughs* Actually, the 5k / 50k are the costs for the full complement of 50 charges (100 or 1k per charge).
So, let's assume the group found a wand of Restoration in a pre-writen adventure, with some measly remaining charges on it.
What amount of diamond dust is assumed to have been used in its creation?
Situation 2: Same question, this time with a scroll or Restoration (which is spell completion, rather than spell trigger, unless my rules-fu fails me...)
Okay, so a spell usually taking a standard action becomes a full-round action to cast when cast spontaneously and augmented by a non-quicken metamagic feat.
A spell usually taking more than 1 standard action has its castim time extended by anouther full round action (so a spontaneous extended SNA would need 1 full turn, plus 1 full-round-action).
Prize question: What happens to spells that have s shorter casting time? What about a silent Feather Fall, or an empowered Cold Ice Strike?
Do these casting times remain what they were?
Let me pipe in with the whisky lovers.
Some single-cask Rosebanks or St. Magdalenes are simply divine... though I wouldn't recommend you try to get drunk on them.
As for more 'normal' whiskies, Glemorangie's Sonnalta PX is something you can actually use as a dessert; and Yamazaki's 18 year old is quite good as well, in my opinion. It's a pity they raised their prices during the last 2 years.
However, for a refreshing drink on a hot day, it's beer all the way for me.
Hopefuly someone will make a "What makes you so special that you get to run your snowscape anyway?" thread.
What about 'because people asked me to GM for them, and my snowscape appears to be to their liking'?
Looks like SR is based off (Original CR + 1/2 MR) to me.
Which, AFAIK, is about the very formula used for how 'difficult' a mythic being is.
Yes, this contradicts the 'raise SR by MR' clause. Might be a remnant of the original attempt to add the full MR to the original CR...
That seems to be the other sides central argument.
In fact, it is.
I have been burned by at least one too many snowflake who sabotaged the party, the story or both claiming to 'just being playing my character' that I have come to the point of simply refusing to GM a group containing concepts that will not work together.
Likewise, if I offer to GM a certain setting (let's just take the courtiers-in-Kyonin as an example), I will treat a player's idea of "Oh, I will be playing an Ugh-me-tough half-orc neanderthal barbarian, then" as just another way of saying "Not interested in your crap."
Yes, I do have a plot in mind when I offer to GM something. Just tossing your characters out into a world-sized sandbox with the PCs as the only driving force is not what I offer; if you require that kind of play, please find yourself another GM.
I can, and I will help players integrate the occasional oddball into the scenario, as long as things do not get odd enough to break my own suspension of disbelief.
However, I require the player in question to play with me in these cases. Give me a reason why this character is on this setting. Give me a reason why this character would want to travel with the group, and why the group would want to have him. If you bring a snow elf winter witch (from a violently xenophobic tribe, to boot) into a desert campaign, simply stating "Well, she's diffetent" when asked about your reason to be there is not gonna cut it.
I play this game because I want to have fun. As soon as you force me to do things that are un-fun for me, two things happen:
TL;DR: I offer a certain campaign, in a certain setting, within certain parameters.
Actually, if you are this one player's GM, it always is an option.No one can force you to accept that player at the table.
Hello, and cheers,
according to my mail, said order shipped on 2013-08-15.
One question: During my vacation (from which I returned just now), a package for me was deteined in customs - and promptly sent back for me not picking it up on time (which I couldn't, due being to vacation, duh).
In any case, do you have any suggestions how to proceed. I'd really like to have my APs complete...
However, yes, the paladin's life will be /far easier/ if by the time he links back up with the crew at Defender's Heart, he's gotten Kreggal at least chaotic neutral enough that he no longer reacts to a /detect evil/ (since, as an evil outsider, Kreggal still shows up on that even at a measly 2 HD). If not, even with Anevia's eyewitness testimony re: certain events to Irabeth, and Lord Horgus trapped by his own sense of honor into giving secular sanction to the paladin's decision, there's going to be some Diplomacy checks needed.
Just a heads-up: Unless you allow the Dretch to shed its evil subtype upon changing alignment, it will still ping as a 2HD evil outsider, regardless of its actual alignment.
Frankly, if I were in the the GM's shoes in that situation, I'd advise the players to change the GM, as well.
Supply and demand. I offer a campaign, which may or may not place certain limits on what may be a viable concept.
James Jacobs wrote:
*laughs* Actually, I was referring to Golarion art...
I don't know. The way I run it demons are pure evil and chaos given physical form. It's not just a person that's been lead astray and needs to be shown the error of his ways. Outsiders are the embodiment of concepts and not whole beings like mortals. That's what makes mortals so special. To even begin to change a demon's fundamental nature would require something of cosmic significance imo. They wouldn't so easy question their ways just because you shows weakness (mercy).
Umm... Arikiel... you are aware that this very AP sports a redeemed demon in a prominent role, aren't you?
O mighty T-Rexaur!
I (once again) have a couple of questions regarding Shamira:
1) Where on Golarion could one find art depicting her?
2) What kinds of things would a Shamiran Inquisitor be doing?
3) Given the information that we wil learn more about her in WotR #4... is she intended to be someone the PCs get to fight in the official run of the AP?