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Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion, Modules, GameMastery Maps Subscriber. Pathfinder Society Member. 1,437 posts. No reviews. No lists. No wishlists. 1 Pathfinder Society character.


Qadira (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion, Modules, GameMastery Maps Subscriber)

If you cast one of the Pit family spells and after your opponents fall in, seal off the top with a flat wall of stone, what happens when the floor of the pit rises up?

How much damage should be applied and what happens to the wall?

I am inclined to do one of two things.
1) Same damage as the fall and the wall is rubble, turning the area into difficult terrain.
2) The creatures in the pit take as much damage as it takes to break the wall (similar to falling on another creature) and the wall is rubble, turning the area into difficult terrain.

Thoughts?

Qadira (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion, Modules, GameMastery Maps Subscriber)

I am hoping that a few of you can verify if I have this correct.

A demilich is immune to magic that allows magic resistance.
It flys by way of magic (being only a skull).
All of it's powers are Supernatural or Spell-Like.

Anti-Magic Field does not allow magic resistance and it suppresses magical effects brought into it.
This means that the demilich could not fly (or move) or use it's powers on anyone while in the field.

So, a 12th level caster could keep the demilich suppressed for 120 minutes, leaving a lot of time and attacks by the rest of the group to chip away at the demilich, even with it's DR 20/-- defense.

Did I miss anything or get anything wrong?

Qadira (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion, Modules, GameMastery Maps Subscriber)

On page 72 of Ultimate Magic, there is a sorcerer variant called the Sage, where Intelligence replaces Charisma in determining class features.

Rather than getting an Arcane Bond, this variant gets an Arcane Bolt, usable a number of times per day of 3 + charisma modifier. Shouldn't this be 3 + Intelligence modifier?

Qadira (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion, Modules, GameMastery Maps Subscriber)

Has anyone started the AP on the ship?

Have the players and NPCs meet as the come on board at different ports, interact with each other (or not) and the crew?

If so, how did it go?

Qadira (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion, Modules, GameMastery Maps Subscriber)

I was expecting the Pathfinder Faction to have Ioun Stones in their Wayfinders, but none are listed in their gear. Nor have I seen Ioun Stones in the AP treasures that I have looked at so far.

Add in that the Serpent Folk apparently seeded Ioun Stones to lure futur slaves (see Eando Kline's story) revive them...

So, where are the Ioun Stones?

Qadira (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion, Modules, GameMastery Maps Subscriber)

Ran across a question from my last gaming session.

The Rogue was caught by surprise (missed a perception role) and was in the blast area of a dragon breathing on the group. My call as the GM was that Evasion and Improved Evasion do not function if the character is unaware of the attack (based in part on the fact that sleeping rogues do not the benefit from evasion -helpless condition).

I was wondering if anyone has seen an official ruling on this in previous editions, or if one of the powers that be at Paizo would care to wade in.

Qadira (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion, Modules, GameMastery Maps Subscriber)

As there is a thread in the rules request section of Pathfinder but no official response, I was hoping that Josh would provide rulings for PS play.

Spiked Gauntlet quesitons

A summary of the questions are:
Can a spike gauntlet be used for Attacks of Opportunity (AoO) if the wearer is wielding a two-handed weapon (reach weapon was the issue).

Can the wearer of a spiked gauntlet hold a dagger or other one handed weapon/item and still attack with the spiked gauntlet?

Qadira (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion, Modules, GameMastery Maps Subscriber)

In the Gods and Magic book, the twenty major Gods each have a paragraph that allows minor modifications to their divine casters.

Ex: Erastil's clerics and druids are all proficient with shortbows and longbows. As well, some spells are usable from other caster lists.

Ex: Sarenrae worship allows for clerics to pray for flame blade as a second level spell.

Is this legal for PFS play?

Qadira (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion, Modules, GameMastery Maps Subscriber)

There are several differences between Dimension Door and Abundant Step, such as the monk not being able to take anyone with them and that it is a move action to use it.

What would the point be to changing it to a move action if the monk could not also take a standard action afterward?

Qadira (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion, Modules, GameMastery Maps Subscriber)

Extensive guidelines for continuing the campaign after the end of the AP? Will this be a lead in to high level play, past 20th level?

Qadira (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion, Modules, GameMastery Maps Subscriber)

I'm looking forward to the streamlined mass combat rules!

Qadira (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion, Modules, GameMastery Maps Subscriber)

I have found that there are a lot of good ideas and ways to make high level play easier, but those ideas are not circulating very much.

I would like this thread to be ways that players and GMs have found to facilitate high level play.

1: Pay attention. All the players need to pay attention even when it is not their turn. This way, when their turn comes around, they know what is going and have decided on what they are going to do.

2: Have characters automatically delay if the player has not been paying attention or has not decided what they are going to do on their turn.
Variant: Get an egg timer or a stopwatch. Players have a set amount of time to take action or get forced into a Delay.

3: Have the player make a spell book, which has all the spells that their character knows, with the spell descriptions, the variables already worked out for their level, etc… This will have the information handy so that if they need a quick reminder, they don't have to look it up in the Core book.
Variant: The free spell cards that Caedwyr is working on. The mages select the spell cards for the spells that they have memorized and have them in front of them.

4: Those with multiple attacks with variables (power attack, favored enemy, bane weapon, etc...) have all the variables worked out ahead of time, so that in the fight, they only have to add the appropriate number to the attack roll.

Ex: A 9th level ranger with Favored Enemies (Evil Outsiders +4, Aberrations +2 with a Demon Bane Short Bow +3 (composite short bow with evil outsider bane, strength modifier +3)

Ranged Attack
Demon Bane Short Bow +3
Base 9, Dex +3, Magic +3, Misc +1+2, Total +18/+13
Point Blank, Misc +1, Total +19/+14
Rapid Shot, Misc -2, Total +16/+16/+11
PB and RS, Misc +1-2, Total +17/+17/+12
Evil Outsiders +6
Aberrations +2

Damage
Demon Bane Short Bow +3, 1d6+6
Point Blank +1
Evil outsiders +2d6+6
Aberrations +2

5: Group those massive d6 damage rolls into '10s'. 6+4 is a 10, 5+5 another 10, 2+4+4 another 10. Boom. 30 points. Makes the totaling of those Disintegrate spells go amazingly fast. This works for most dice sizes.

6: Roll multiple dice, attack rolls and the damage dice, at once, so that you can determine which hit and for how much damage at a glance. The red D20 and D8 are for the first longsword attack, the orange set the second, the blue set the third, etc.. Keep the same order of colors for all of your attacks from one game session to the next.
Variant: GMs, do the same with monsters. The red dice are for the dragon bite, the 2 orange for the claw attacks, the 2 black for the wing attacks and the green for the tail slap.
Variant: For the technically inclined, have the computer do it for you.

Qadira (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion, Modules, GameMastery Maps Subscriber)

In the Beta, it states that barbarians cannot enter rage while fatigued.

Ray of Exhaustion causes fatigue even if you pass the save.

Could any of the writers provide me with a bit of guidance on what happens to a raging barbarian when they are hit by a ray of exhaustion? Does the rage stop? Are the effects of fatigue (or exhaustion) applied but the rage continues?

Qadira (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion, Modules, GameMastery Maps Subscriber)

I have no problem with Arcane Bond. I do have a few questions/clarifications.

I am assuming that the item detects as a magical item.

I am assuming that it detects as a magic item even when it is not in the hands of its "owner".

I am assuming that it would lose it's magic if the "owner" created a new arcane bond. (Rogue steals the arcane bond, then knows when the spellcaster has created a new one when the old one loses it's magic).

I am assuming that an arcane bond loses it's magic when the caster dies. This one is tricky, as you have to allow for raising and such. I am thinking of saying it stays magical until all raising possibilities have elapsed, or DM decision, or the player says that they do not want their char raised.

So, what about a lich? It is dead, will not be raised (well, it hopes not), but its arcane bond should work.....

Could there be clarifications for this?

If there are, and I have missed them, could someone please point me in the right direction?

Qadira (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion, Modules, GameMastery Maps Subscriber)

From what I am able to put together from the AP, Emporer Xin ruled for 110 years, then the Runelords ruled for several hundred years.

I am working under the assumption that each Runelord thought that they would be best as Emporer, and only slowly did the system go from Runes of Virtue to Runes of Vice.

Apparently when an apprentice took over from the previous Runelord, they took the name and titles from the rapidely cooling corpse. Well, at least the last Runelord of Greed did.

But, I was curious as to how long the Empire lasted, before it was blasted into oblivion.

Qadira (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion, Modules, GameMastery Maps Subscriber)

Could this spell also be included in the clerical spell list? With the name changed from Mage's Privacte Sanctum to simply Privact Sanctum?

As well, could the "no sound" component be optional?

And perhaps have the "permanency" option changed to allow a 10th level caster to make it permanent, rather than a 13th level one?

This would allow a little more versatility, and it would help a bit with the scry/teleport problem that some have identified.

Qadira (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion, Modules, GameMastery Maps Subscriber)

Would it be reasonable to have a mage version of this spell?

One that would not have the alignment component?

Perhaps as a 5th level spell, as it is less powerful that the clerical version. As well, it would be similar to the invisibility/see invisibility spells (spell vs spell defense).

Perhaps have attuned items that would allow teleportation to work in that area (all kinds of adventures around getting/recovering an attuned item), with a similar cost as the password from the clerical version, for each item.

Of course, there would need to be an expensive material component, say diamond dust, to replace the holy water and incense. This would also not invalidate the higher level spell of dimension lock (which has no material component).

Qadira (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion, Modules, GameMastery Maps Subscriber)

Would it be possible to have the alignments portion of this spell modified a bit?

1) allow this portion to be optional. To allow the caster to decide that they do not want to include it in the spell.

2) To allow the caster to allow certain items act as the "password", such as a ring or badge? Each item would need to be attuned to the ward, for a similar price as including a password. Items could be attuned at a later date by the original caster, or a caster from the same god (perhaps even a lower level caster).

This would help a bit with the scry/teleport problem that some have identified.

Qadira (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion, Modules, GameMastery Maps Subscriber)

I was wondering why of the 6 second level attribute enhancing spells, Bear's Endurance is the only one without a material component for mages?

Bull's Strength has hair or dung
Cat's Grace has fur (why no dung?)
Eagle's Splendor has feathers or droppings
Fox's Cunning has hair or dung
Owl's Wisdom has feathers or droppings

Is there any reason why they all shouldn't have a similar material component? That is hair/feathers or dung/droppings?

Qadira (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion, Modules, GameMastery Maps Subscriber)

I may be missing it, but what are the rules for making Masterwork Ammunition? Where can they be found?

It doesn't seem reasonable to have the cost for each arrow increased by 300gp. Nor does it seem reasonable to charge that 300gp for a quiver full (20 or 40 arrows), as they are usually one shot items, used once and then considered lost or broken.

Qadira (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion, Modules, GameMastery Maps Subscriber)

Well, the player of the Paladin was the one who got caught by Ven. IT was hilarious. Ven was able to call into question the state of the Paladin's soul, his integrity and his general honesty.

Ven refused to sell anything to anyone in the group.

When the group found the hat of disguise in the Skinshaw Murders, their first reaction (all of them), was "Alright, we can buy stuff in the store now!". This was followed by, "hmm, we can also get anyone banned from the store, just by letting Ven see "them" hand over goods to us".

Qadira (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion, Modules, GameMastery Maps Subscriber)

I have always been curious why Forge Ring has a requirement of caster level 12?

Is there any reason why it can't be brought to a lower level, say 6?

Qadira (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion, Modules, GameMastery Maps Subscriber)

I was wondering what the rational was for having these two feats have a "swift action" requirement?

And, is that rational still valid?

I cannot really see a reason to put that kind of handicap on these feats.
You either need to dip into a more martial class (barbarian, bard, cleric, druid, fighter or paladin), or spend an additional feat before you can get either of these feats (light and medium armor proficiency).

Am I missing something?

Qadira (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion, Modules, GameMastery Maps Subscriber)

Morning,

I was wondering if I could find out where my order has wandered off to.

I received an email at the end of September (29th), saying that my order would be shipping in the next week. I have not received that email, nor have I received my physical copies, but I do have access to the PDFs.

So, any idea on where my physical copies are, or when they should be arriving at my door?

Thanks

Qadira (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion, Modules, GameMastery Maps Subscriber)

I think that clerics should get 4 skill ranks per level.

Qadira (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion, Modules, GameMastery Maps Subscriber)

There has been a bit of discussion on dimension hop, and a couple of clarifications would be nice.

Is it similar to Dimension Door (can't do anything for the rest of the round) or is it similar to Teleport (miss chance error)? Personally, I see it as similar to Dimension Door.

I believe that it should also have the same provision for creature size, that is that large creatures should count as two medium creatures.

Qadira (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion, Modules, GameMastery Maps Subscriber)

I have been involved in a few discussions, both here and in the real, concerning fighters and how well they function at mid to high levels.

I believe, that for the most part, fighters work well at all levels. However, a few minor tweaks might make them not only more attractive, but encourage people to play them all the way to 20th.

1) Class skills to 4 ranks per level
Fighters are pretty well the only class that did not gain any benefit from the skill consolidation. Rogues get 8 skill points, and benefit from 6 of the consolidations. I, among others, have had all the classes have gain 4 skill ranks per level, with no adverse effects, quite the opposite.

2) Increase Will save to a good save
One of the biggest annoyances with playing a martial class, is when you get charmed by the opposition. Having a stronger will save would help on this.
And/or at 8th level, have a new class feature, Dutiful or such, add in ½ class level to saves vs mind affecting spells/abilities.

3) Damage Reduction, have it be incremental, every 4 levels increase by 1. This will show the fighter's toughness gradually, rather than all at once.

4) Perhaps allow accelerated healing, due to their endurance/stoic nature/training, based on their class level, say add in .5 to the multiplier every 5 levels. This means that at 20th level, a fighter heals up naturally 3 times faster than a non fighter.

I do not believe that any of these will change the fighter in any radical way, nor affect combat in a large way, except passively.

What does everyone else think?

Hmm, looks like the thread monster got the first attempt at doing this.

Qadira (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion, Modules, GameMastery Maps Subscriber)

I have been involved in a few discussions, both here and in the real, concerning fighters and how well they function at mid to high levels.

I believe, that for the most part, fighters work well at all levels. However, a few minor tweaks might make them not only more attractive, but encourage people to play them all the way to 20th.

1) Class skills to 4 ranks per level
Fighters are pretty well the only class that did not gain any benefit from the skill consolidation. Rogues get 8 skill points, and benefit from 6 of the consolidations. I, among others, have had all the classes have gain 4 skill ranks per level, with no adverse effects, quite the opposite.

2) Increase Will save to a good save
One of the biggest annoyances with playing a martial class, is when you get charmed by the opposition. Having a stronger will save would help on this.
And/or at 8th level, have a new class feature, Dutiful or such, add in ½ class level to saves vs mind affecting spells/abilities.

3) Damage Reduction, have it be incremental, every 4 levels increase by 1. This will show the fighter's toughness gradually, rather than all at once.

4) Perhaps allow accelerated healing, due to their endurance/stoic nature/training, based on their class level, say add in .5 to the multiplier every 5 levels. This means that at 20th level, a fighter heals up naturally 3 times faster than a non fighter.

I do not believe that any of these will change the fighter in any radical way, nor affect combat in a large way, except passively.

What does everyone else think?

Qadira (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion, Modules, GameMastery Maps Subscriber)

I have a couple of questions about Arcane Bond that is a wand.

A wizard that starts off with an arcane bond that is a wand, does not have the funds to have it enchanted, so it is basically a MW stick?

Once the wizard enchants it with, say Ray of Enfeeblement - a 1st level spell, he has 50 charges in the wand. Once he uses it up, he again has a MW stick.

Am I interpreting it correctly when I assume that the wizard can re-enchant the wand, with the same or a new spell?

If the wand is stolen/destroyed, it takes the wizard 8 hours and some gold to have a replacement. When the replacement is created, is it enchanted with no charges, with the same amount of charges it had when it was stolen/destroyed, or fully charged?

Personally, I would probably go with either no charges, or perhaps, the same amount of charges (depending on the situation).

Qadira (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion, Modules, GameMastery Maps Subscriber)

I may be missing from something, but I can't seem to find the skill speak language anywhere on the character sheet.

I can find a place to record which languages are known, but not where you record the number of skill points spent on it.

Does this mean that we just spend the skill points, add the languages, and hope that down the road that we remember where the points where spent when someone (or us) looks over the char sheets?

Qadira (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion, Modules, GameMastery Maps Subscriber)

Out of curiosity, what kind of mapping software does Paizo use?

Qadira (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion, Modules, GameMastery Maps Subscriber)

Well, it's true.

While I was in getting my free copy of Revenge of the Kobold King, someone clipped my car in the parking lot.

It took 4 days to fix the car, and the total bill (including car rental) cost me $1205.95.

I think that next year I may get the free PDF and pay to have it nicely printed and bound. I do believe that it will cost me a bit less if I do it that way.
:)

Qadira (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion, Modules, GameMastery Maps Subscriber)

Has there been any consideration given to using 6 sided hexes instead of squares for the battle maps?

Part of the reason that I am asking is that it seems inefficient and clumsy/cumbersome to handle diagonal movement with the 1-2 method.

A 5 foot hex would eliminate this issue/problem.

Qadira (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion, Modules, GameMastery Maps Subscriber)

Any plans on providing an update for either Alpha 3.0 or the Beta, for the optional class features offered in the Gazetteer?

Qadira (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion, Modules, GameMastery Maps Subscriber)

I will start off acknowledging that I prefer the fixed DC for acrobatics. I kept an open mind about the changes, and ran it thru a few scenarios. I set up fights between fighters of the same level, with one fighter being designed as a nimble fighter, in light armor of a chain shirt, with a high dex of 16.

At 1st level:
Acrobatics check:+1 rank, +3 dex, -2 chain shirt: Total modifier is +2
Vs DC: 15 + Bab (+1): Total DC is 16
Result: needs a 14 to succeed, a 35% chance of success, in an unobstructed space.

If you add in any kind of terrain, the chances go down drastically
lightly obstructed: DC is 18, need a 16, 25% chance of success
Severly obstructed: DC is 21, need a 19, 10% chance of success

Old system: DC 15, with a result of: needs a 13 to succeed, a 40% chance
Terrain modifiers: light: DC 17: 30% chance of success
Sever: DC 20: 15% chance of success

At 3rd level the armor check penalty goes down by one.
Acrobatics check:+3 rank, +3 dex, -1 chain shirt: Total modifier is +5
Vs DC: 15 + bab (+3): Total DC is 18
Result: need a 13 to succeed, a 40% chance of success, in an unobstructed space.
Lightly obstructed: DC 20, 30% chance
Severely obstructed: DC 23, 15% chance

Old system: DC 15, 55% chance of success
Lightly obstructed: 45% chance
Severely obstructed: 30% chance

At 7th level the armor check penalty goes down again
Acrobatics check:+7 rank, +3 dex, -0 chain shirt: Total modifier is +10
Vs DC: 15 + bab (+7): Total DC is 22
Result: need a 12 to succeed, a 45% chance of success, in an unobstructed space.
Lightly obstructed: DC 14, 35% chance
Severely obstructed: DC 17, 20% chance

Old system: DC 15, 80% chance of success
Lightly obstructed: 70% chance
Severely obstructed: 55% chance

For trying to move thru an enemy’s space, decrease the chance of success by 25%.

In my experience, most fights happen in lightly or severely obstructed terrain. An example of that is in RoRL, Skinshaw Murders. Foxglove Manor, the fights happen in caverns (severely obstructed), Foxglove Townhouse has been trashed (lightly to severely obstructed), Seven’s Sawmill filled with dangerous machinery (severely obstructed), Shadow Clock, Scarecrow’s Lair is filled with rubble (severely obstructed), the Bells have chains, ropes and gears (severely obstructed), the Angel has a filthy conical rooftop (lightly obstructed and severely inclined).

Please note that even a class that has acrobatics as a class skill, such as the rogue, again wearing a chain shirt, only has 15% better chance of success at 1st level, a 10% better chance of success at 3rd level, and a 5% better chance of success at 7th level.

Also, please note that there needs to be a skill check for each opponent that could get an attack of opportunity against you. This, in my opinion, drastically reduces the chance that a character will be able to use the skill to move thru/around opponents, without attacks of opportunity being used against them.

Conclusion: The changes have increased the difficulty too much for the skill to be worthwhile for any class. The nimble fighter never really get’s close to an even chance of succeeding, and it only get’s much worse as terrain penalties are added in.

Expected argument:
I expect that some will indicate that they can take skill focus: acrobatics and the acrobatic feat, for an extra +5 for their skill checks, an 25% chance of success.

Counter argument: In that case, the character would be better off taking dodge and mobility, as they use up just as many feats, and not only do they give a 100% chance, but you can run with mobility (120 feet of movement, compared to 25 feat of movement with acrobatics). By taking mobility, you might as well take as heavy armor as possible, as there is no penalty to movement checks for doing so (yes, I know, besides a lower movement rate). To me, this takes away from the whole concept of a lightly armored, nimble fighter.

Recommendation:
Return the DC to the old system. A character needs to be fairly high level to have a 100% chance of success to move past opponents (level 11 for a 16 dex rogue in chain shirt, and level 12 for a 16 dex fighter in chain shirt), and to move thru opponents it is even higher (21 for a 16 dex rogue in chain shirt, and level 22 for a 16 dex fighter) and that is only in clear, unobstructed, dry, non-slippery spaces. Once you add in terrain modifiers, they need to be even higher.

Qadira (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion, Modules, GameMastery Maps Subscriber)

Are there any plans to have rules that will allow someone to start off with a multi-class character at 1st level?

How does Paizo see a starting a character that is a fighter/wizard, or any other combination?

I do know that there were rules for that, for 0/0 level characters, but I do not know if they are OGL or not.

Qadira (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion, Modules, GameMastery Maps Subscriber)

I was wondering why Improved Grapple is the only "Improved" special combat action feat that has another feat as a prerequisite?

You can use Improved Disarm without having a weapon in had, but cannot grab and hold on to the same opponent?

Just trying to find out what the logic behind the decision is.

Qadira (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion, Modules, GameMastery Maps Subscriber)

Are there any plans on having some of the Adventure Paths that have already been published, placed in Golarion?

That is, will there be a way to buy the PDF for these older APs? SCAP, Age of Worm, Savage Tide, etc..?

Qadira (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion, Modules, GameMastery Maps Subscriber)

Using 3 minor alternatives that were/are discussed in these forums.
All core classes have a minimum of 4 skill ranks per level.
Favored Class gives you a bonus skill rant rather than a bonus hit point.
Racial weapon proficiency bonuses can be exchanged for a weapon focus for which the char qualifies thru their class weapon proficiencies.

Rules used:
I am plan on using the slow advancement rules.
Starting HP is max double HD plus con modifier.

Characters are:
Jarvis Greystone: Human Fighter from Sandpoint, 2 longword fighter, guardsman, too pretty for his own good, follower of Iomedae.
Akala Viskalai: Human female Fighter from Sandpoint, Shoanti descent, sword and shield, guardsman, niece to Owner of the White Deer Inn and the Sheriff.
Kilik: Dwarven priest of Torag. In Sandpoint to pay Torag’s respect to the Dedication of the Cathedral, has the Extra Channelling feat.
Gildemar Ranseun: Elf Transmuter Wizard from the Mierani Forest. In Sandpoint to pay Elven respect to the Dedication of the Cathedral.
Milo Leagallou: Halfling Rogue. Left Magnimar due to wander lust. In Sandpoint as a stop on his way to Riddleport.
Van: Human Fighter, daggers. Has been in Sandpoint a few weeks, does not talk, seems angry, does not discuss his past, working at Savah’s Armory making weapons.

Jarvis, Akala and Kilik took Big Game Hunter as their bonus feat.
Gildemar and Van took Lone Wolf as their bonus feat
Milo took City Born -Magnimar as his bonus feat

The players know that they are going to go thru Rise of the Runelords, and that I will be throwing in side adventures. I increased the number of goblins, due to a larger party, and the increase HP.

For some reason, all the visitor chars decided, independently of each other, to stay at the White Deer Inn.
The two guardsmen had duty that day, so were in armor, and were meeting up at the White Deer Inn for breakfast.
Kilik, representing his faith, and considering his armor as part of his official dress, was in armor.
Everyone one was armed, but unarmored.

Things started off the morning of the Swallowtail Festival, as they were all leaving the White Deer Inn, with a young boy running in, saying that there had been a wolf attack, with people hurt outside of town. All the players ran to the site of the attack, where Kilik channeled to heal Jeva, the young girl who survived the attack (parents dead, with the wolf chased off by some lumberjacks). (Set up for running D1, Crown of the Kobold King).

1st Fight
When the attack started (1 warchanter and 6 goblins), most chars were surprised, the chars were spread out. I played the goblin song that someone has on the Paizo site, to help set the mood. The goblins acted in the suggested way (one took food, another tried to run around a char to get flank, and promptly died thru AoO). Van ignoed the goblin next to him, to throw daggers at goblins that were attacking civilians. He was able to do so, even while taking 11 pts of damage, while everyone else only took light damage (mostly due to no armor). Akala was dazed by the warchanter, Jarvis was tripped by the warchanter. Akala managed to crit the warchanter, bringing her to -14 hp, so the attack was described as cutting the warchanter in two, spreading goblin blood and entrails all over the food table.
The party barely remembered to finish off the goblins before Kilik channelled. They kept one goblin prisoner.

Pyro goblin fight
Milo was recovering one of his daggers from the top of the food table and saw the pyro goblins starting to get things rolling (again, a warchanter and 6 goblins). So off they went. Van was down 8 of his 22 HP, but felt confident enough not to hang back, but to be in the thick of it.
One goblin tried to throw a torch onto the roof of an adjoining building, but bounced it off the eave and onto another goblin, who promptly burst into flames and died.
Gildemar was the first one there, and two goblins attacked him. The first hit, but the second, who managed to get into a flanking position, jumped up an down, yelling, I flanked, I flanked.
The warchanter managed to daze Akala, but the others were able to take out the goblins before they could swarm her.
Kilik was very happy with his domain ability of acid dart, as he was able to stay in the fight, even though he had trouble keeping up. As long as he was withing 30', he was contributing.
After making sure the goblins were dead, Kilik channelled again, while Van and Milo climbed walls to put out the torches that had landed on the roof of the nearby buildings.

Run by fight
On their way to the White Deer Inn to get some ranged weapons, they took out 3 goblins attacking some children. A thrown dagger and two charges took them out with no damage to the party.

Fight at the Inn
At the Inn, two mounted commandos were finishing taking out Aldren’s dog, while an injured and bloody Aldren swayed, holding a dagger, trying to stay standing. 6 goblins were attacking 5 children (the five from D1), while a warchanter was providing support to both groups of goblins.

The party charged in, with those who could affect at range doing so (Van, Kilik and Gildemar).The party concentrated on the goblins threatening the children. Akala and Jarvis were charged by the mounted commandos, both taking a fair bit of damage (10 and 8 points). Akala cleaved the rider and the goblin dog (both killed), while Jarvis killed the rider, but did not quite manage to kill his goblin dog, well that round, as the next round he killed it. Meanwhile, the rest of the party finished off the other goblins (Van killed the warchanter with a dagger thru the eye -crit and almost max damage), with Kimi (one of the children) damaged a goblin before the party killed it.

While confirming that the golblins were dead, and Kilik channeling, the party decided not to armor up, as they could still hear screams in town. So, they grabbed shields and bow (Milo).

Nualia in the graveyard
They heard Naffer yelling that there were goblins in the graveyard, desecrating it. The party ran into the graveyard, but in the distance saw several goblins and a humanoid female going over the wall. The female had a burlap sack over her shoulder. Both guardsmen thought she looked vaguely familiar, but couldn’t place her.

This is my attempt to increase Nualia’s presence.

Finishing off a few more
The party proceeded into town, killing another 8 goblins and helping chase another 10 over cliffs and such. Kilik used more of his channeling to help keep villagers alive.

Once it was believed that there were no more goblins in town and gearing up, with the Sheriffs permission, they head out with a bull’s eye lantern, and with Daviren tracking for them, tried to catch the female and other goblins from the graveyard. In Shank’s Wood, the trail led to the cliff, with signs that a rope had been in place. They explored the rock shore below the cliff (finding two dead goblins who had fallen to their death), but nothing else. They suspect that the goblins got away by boat or raft.

I needed a way to break off pursuit before they head straight to Thistletop.

Back at the Inn, Aldren tried to seduce Akala, but without any success.

Morning After
The Sheriff asked the party to be ready for anything, as the dedication ceremony was going to happen that day, but inside.

Jarvis, the pretty boy of the party (cha 18), was approached by Shayless and lured to the basement. Shayless dropped her shift, and proceeded to....while Jarvis tried to fend her off. Shayless tripped him onto the cot.
So when he rolled a 1 on his perception check, he was totally surprised by Ven. Ven found his daughter naked, on top of a guardsman, still dressed in armor, but with certain parts exposed. Ven exploded, and managed to do over 15 points of stun damage before poor Jarvis was able to flee. Jarvis did not fight back, did not offer excuses or explanations, just buttoned up and ran. The party razzed him due to the great big black eye he had, asking just how big was that rat?

Jarvis’ player accused me of being devious and picking on him, as he did not believe that that encounter was in the module. A lot of laughter around the table when I pointed the section out to him.

All in all, a good night’s game
The extra HP at 1st level definately allowed the chars to do more, to be heros, but it was not enough to make them over confident.

The domain power kept the cleric in the fight, even when his short legs would not allow him to get into melee. And the channel power allowed him to keep his spells for other things than healing.

The TK power of the mage was also nice, keeping his limited selection of spells for other things. Especially as the mage had no combat spells, as he was not expecting to need them at the festival.

The extra skill ranks have not had any negative effect, to date.

Mistwalker

Qadira (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion, Modules, GameMastery Maps Subscriber)

Are there any wells in Sandpoint? Tis on the ocean, with a river that runs by it, but that river runs by the graveyard and then the tannery, so I don't think that would make good drinking water.

I was thinking of running D0 Hollow's Last Hope in Sandpoint (I am running the slow advancement rules).

Qadira (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion, Modules, GameMastery Maps Subscriber)

Morning,

I was wondering if there was any way to either get the PDF unlocked, or a player friendly version of some of the information?

What I am looking to do, is to give my players access to the information concerning Sandpoint and Magnimar -those that grew up there probably know a fair bit about their respective towns. But, I would prefer to remove all the DM information that is spread throughtout the texts.

Qadira (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion, Modules, GameMastery Maps Subscriber)

I noticed a slight discrepancy between the two.

In the AP1 Player's Guide, p14, it mentions that Chelaxian is different from Common.

In the Gazetteer, p16, Common (Taldane), it mentions that Chelaxian is what the Empire of Cheliax calls common.

I take it that we should go with the Gazetteer and not the AP1 Player's Guide?

Qadira (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion, Modules, GameMastery Maps Subscriber)

I was wondering what the plans are for magic items that add a bonus to certain skills, that is those that have been combined.

The one that springs to mind is Stealth and a Cloak of Elvenkind.
What happens there?

Do these magic items now provide the bonus to all parts of the newly combined skill?
If so, then to get a stealth bonus, you can use either Boots or a Cloak of Elvenkind.

Qadira (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion, Modules, GameMastery Maps Subscriber)

Morning,

I was wondering on what was going on with the shipping and handling on my order. I ordered 73 miniatures (DnD and Star Wars) -17 different types, for a total of 168.73.
Shipping & Handling was $70.37, almost half the value of the minis.

It just seems a little high for getting a box of miniatures ready.

I am not complaining, just trying to understand on how it works, so as to make the best decisions for ordering futur minis.

Mistwalker



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