I use max at 1st level, average of 2 rolls (half points rounded up) thereafter. Works OK. I roll random monsters completely randomly, on the basis that those with really low hp might be injured or sick.
If I weren't doing random rolls, I'd do max at 1st, then half-rounded-up after that.
But with the retraining rules, much of this goes away anyway.
If you get multiple attacks because your base attack bonus is high enough, you must make the attacks in order from highest bonus to lowest. If you are using two weapons, you can strike with either weapon first.
It's slightly unclear whether this means that you have to go sword/shield/sword-5/shield-5/sword-10 or if you can go sword/sword-5/sword-10/shield/shield-5. Personally, I'd allow it in any order as I think this is a silly rule.
CMD is comprised of:
It looks to me like the Str and Size bonuses shouldn't be there. So what we have here is really just adding BAB to AC, and then using the existing AC as DR. So while it's not an entirely daft concept, CMD isn't right and it's been done before.
What Majuba said. Also, the objects might have been well hidden originally, but they moved. Presumably, when the party captured him, there was a fight of some nature. The objects are likely to move quite a lot.
Also, did the rogue have some reason to believe he'd be captured today? If not, would he really have spent all that effort on the off-chance?
It's just air pressure (there is a very slight difference in the proportion of oxygen to nitrogen, but not enough to matter). So in theory, there should be a howling gale blasting out through the door of the Mansion if created at altitude. It's like opening the window on a jet airliner, sans the 600mph movement.
You could shut the door, of course. Opening it might be hard. At 20,000 feet (which is still well in the safe zone, if tiring) the difference is about 500mBar, or a force of about 5 tons on a typical door.
I suppose you could fit the Mansion with an airlock, or just [de]pressurise the whole thing as required.
Fraust is right about how the goblins would respond. For a start, goblins are idiots. They're easily distracted, badly organised and prone to squabbling. It's unlikely that they'd all have had bows; some would want to set the PCs on fire, some would charge, some would stop for something to eat and some would run away because the PCs had horses. Horses!!!
Hobgoblins (military, organised, strong leadership) would indeed react in exactly the way you've described, but goblins (at least Golarion goblins) are very different.
(edit) And it would take them time to string their bows anyway, giving the PCs time to notice them and probably making their response even less coordinated.
I certainly wouldn't give them all martial proficiencies for free. Why should a rogue be proficient with something like a heavy pick, spiked shield or falchion? Allowing it as a talent is OK because it's not going to make a huge amount of difference (greatsword and longbow?) and rogues could use the help.
All skills as class skills is fairly reasonable. It's not as though it's going to break anything - it's just +3 to a bunch of skills he won't be relying on much anyway - and he has only a limited number of skill points to go around.
Given the number of people (eg me) who've made d6 half-BAB priests for 3.0, 3.5 and PF, and the general similarity between them, it's clearly a needed class and one that's fairly easy to design. It would be nice to have the official one, though. You can't do it as a hybrid, unless it's Cleric-Expert or something.
I don't feel a great need for a warpriest, personally. Got plenty already.
A few tapestries on the wall will block him from being able to see anything even if he does stick his head out, and then the tapestry will move. Or a bit of paint, some pictures, or some oak panelling. Carpets, rushes and other litter on the floor. Even the mess made by an otyugh may be pretty impenetrable.
Ironically, my rogue PC is a private eye. So in theory the Investigator class should be perfect. But it's not. Giving him all that alchemy stuff just doesn't belong at all in the character conception. OTOH, rogue is perfect.
Any ideas what fictional examples the Investigator might have been drawn from?
Kenning is a bit odd. It lets you cast any Sorc/Wiz or Cleric spell...but not bard spells. Which seems like an omission.
The people dissing Kenning by saying (eg) that a fireball at 8th level for 2 slots is feeble are missing the point. You wouldn't use it for fireball. You'd use it for something odd and vital that your party doesn't have, like Remove Blindness or Water Walk or Tongues or Clairvoyance or Water Breathing. It's very situational, but it's a hugely powerful get-out-of-jail card in the right circumstances.
A sorcerer will raise charisma more than any other class. So by 20th level if he pulls out all the stops he's likely to be on something like 18+5+5+6=33 Cha, which gives +11 to social skills (other than sense motive). He can probably afford a few skill points (maybe 5?) for Bluff and Intimidate. So his skills are likely to be:
Conversely a rogue 20 with 12 Cha and 14 Wis who dabbles in social skills is going to have 15-20 points in his chosen skills with minimal effort. Which gives something like +19 to +25 with retries provided by talents. Advantage rogue.
A bard is probably better, but again not necessarily - it comes down to how one chooses to build the bard who might have other things to do than talk.
Yes, Dominate Monster is better than +25 Diplomacy. But that's got nothing to do with being a social animal.
I'd swap out Scribe Scroll for Combat Casting. Like a sorcerer or bard, a skald will almost never want to scribe scrolls because he can do it only for spells he knows, and he can cast them anyway. Conversely, much of the concept behind it is someone who's utterly unfazed by battle so won't have any problem casting while an orc waves axes in his face.
Cha isn't a dump for rogues unless they choose to dump it. It's quite common for a rogue to be the face simply because there's no other cha character in the party. Frex, in the others of the iconic 4 of fighter, cleric, wizard, rogue only the cleric gets Diplomacy or SM and only the fighter gets Intimidate. None get Bluff or Perform. Both F and C get only 2 points per level and both dump Int quite hard. The fighter dumps Cha too, and the cleric is only middling at it. Even a sorcerer or paladin (both Cha-based) won't be a great face because they get only 2 skill points and dump Int. And the paladin doesn't get Intimidate, Bluff or Perform, and the sorcerer doesn't get Dip or SM.
The only time a rogue will dump Cha is in a low-point build, and that's just because they're a very MAD class.
As for "inherent bonuses", who does get them? Bard? Inquisitor? That's about it.
Compared to a dagger, a starknife is
In compensation, it goes twice as far when you decide to throw it away and buy 12 daggers instead.
For the OP: The point is the sharp bit on the end. Actually 4 points. Of which you can use only one at a time.
I shall quote an old post:
Rope Trick is one of those very ambiguous spells that works fine until someone starts asking 'what if...' questions when it all falls down. It was like this in 3.0 and it would have been nice if Paizo had given it a bit of work.
What if...someone pushes a block of stone to fit flush underneath the entrance? Now there's no way out. So what happens when the spell ends?
What if...someone steps on top of the portal while it's open? Do they fall through, exposing their intestines to the view and assault of those within? Or is it solid? And how much weight can it support? Break DC?
What if...someone walks into the edge of the portal? Is it sharp?
What if...someone casts it while in a moving vessel? Does it move with the vessel? Carry on in a straight line? Stop like an immovable rod?
What if...I just ban this overpowered farrago and save myself these awkward questions?
Is there really that big of a difference between 15 and 20 point buys? I am actually going to be running this AP within the next couple of months and was planning on having them use 20.
Depends on class. For a wizard it'll make little difference because he'll pump Int with a bit of Dex and Con, and everything else is fluff. 5 more points is neither here nor there. Likewise a sorcerer, witch or other very SAD class. Middling classes like cleric, fighter, barbarian, bard and ranger are helped a bit which makes things like Trip builds viable. MAD classes like paladin, rogue and especially monk are barely competent at 15 points.
I'd do 20. It's easy enough to bump up the monsters a bit here and there, and it's better to ensure that everyone's having fun.
The water will take some days to get there, so Magnimar might be able to mount some magical defence. It'll cost something epic and not be 100% successful, so the city will be heavily damaged and impoverished. Broadly speaking, the lower city will be flattened and the upper city completely unaffected.
They might be forced to appeal to the Academae in Korvosa, which will really smart. The loss of pride might hurt some of the nobles more than the physical devastation.
As it's been raining a lot all over the place, much of the river will be high anyway, which will make the flooding worse.
Amongst other places, the Shimmerglens will be flooded, so finding Myriana could be tricky. Also, when the dam goes down, Avaxial might escape. Quite what he does next is up to you. Black Magga might get washed downstream as well, and take up residence in a location of your choice.
I'd go for it. Don't pull your punches. But give them a chance to spot that something bad might happen, such as a local hunter warning about the dam, or a [mad] priest preaching doom and destruction. So when it does all go pear-shaped, they know whose fault it was.
Which kinda means that unless you need a job, you need to consider carefully whether you want to win it. It struck me that for the last couple of rounds you couldn't expect to win if you already had a job (any job) because you simply wouldn't have time to write the stuff, regardless of the quality of your ideas.
Get the Inner Sea World Guide if you can. It's awesome. Otherwise, immerse yourself in the Wiki.
Mind you, running something the size of RotRL as your first go at PF or GMing is, to say the least, a bit ambitious. You'd be better off cutting your teeth on some shorter scenarios like Hollow's Last Hope, which is free (as a PDF). It's actually written for 3.5 but I doubt you'll really notice the differences unless you look closely.
A gnome (35 lbs) weighs only a little more than my daughter, whom I carry on my shoulders now and again. It's not hard - I can run OK in s straight line if I hold both her legs - but I wouldn't want to try using a crossbow at the same time. And if I were to fall over, it's a long way down. Certainly farther down than dismounting from a horse.
One issue I can see is that one can only expect to write a decent high-level book if one has played a lot of high-level PF. And as most campaigns start at low levels (notably 1) they don't spend much (or indeed, often any) time at 11+. So it may be that Paizo can't easily get enough experienced people together to do it justice. I think it's absolutely worthwhile (more so than Bestiary 5, for example) but also much more difficult.
If the kobolds (ogres, drow, whatever) have a cleric, that cleric will probably prepare at least one CLW. He has to prepare it because he's evil so can't spont or channel. And it's the only way the monsters with a violent society and no listed ranks in Heal skill have to heal themselves, so it's valuable. Whether he uses it in combat is another matter.
I'm somewhat bemused by the idea of using (or even training) a tiger as a mount. It's not really designed for it. I expect there's a good reason why tigers aren't used as mounts IRL. Outside a circus, it's not done. And even inside a circus, it's done by someone light for about 10 seconds.
A tiger isn't a horse. It's a stealth hunter that skulks around, hides and leaps out. Then it scoffs 50 lbs of antelope and goes to sleep for the next 22 hours. Its musculature and skeleton aren't designed for long journeys. It has soft feet. It won't be carrying 150 lbs of adventurer+barding for very long.
Now look at how a tiger (or lion, or similar big cat) fights. It grabs the prey, takes a big bite out of whatever it can reach (ideally the throat) and hangs on, rolling about in the dirt. In this situation, a rider is likely to fall off, especially a 1st level sorcerer with something like +3 max in Ride skill.
The phrase "ride the tiger" essentially means to do something heroically brave and stupid. Or in modern parlance, to inject heroin, which suggests that it might be unwise.
And yes, the MW backpack is utter rubbish, unless you're very strong anyway.
It's OK if:
But for everyone else, avoid.
It'll tend to be a very local issue: it'll vary from country to country, and often from town to town. So if you want to meet at about 5 pm in Almas or Kerse, you might wait for the great bell on the temple of Abadar that signals the close of stock trading. Alkenstar has mechanical clocks, as does Highhelm and some parts of Numeria, though they'll all be very different. In Sothis, time is told by great sundials, and each hour is named after a different star. Galt has 10 hours per day with 100 minutes per hour (or will until the next revolution). In Molthune, wait for the changing of the guard. And so on.
It's probable that there will be some geographical continuity, eg that all of old Taldor uses 24 hours per day, but some places will have 12 hours daylight + 12 hours dark and some will have 24 hours of the same length. And they might not even agree on what's meant by midnight.
Doesn't really matter. All you need to do it move it out of the water (maybe into a strong box) and it ceases to be an issue.
Even if you fail to get control of it, it moves towards you at a mere 10' per round, and pretty much anything can beat that. So an Aboleth could just recruit some Skum to tow it slowly up to the surface by lack-of-brain power, where the Aboleth can lob it up into the air. It's then just a minor shipping hazard.
There's something of an issue about how fast the water would flow into the Sphere while this is going on and thus whether it's entirely safe to approach within 40' of it; this would depend on the local water pressure and I'm not about to calculate it (the actual effect would be a horizontal vortex bisected by 2 converging vertical flows as water is essentially incompressible; given the lowish viscosity of water, most of the water would just be circulating it instead of falling in). Get a Ring of Freedom of Movement to assist in this case.
Mind you, Aboleths may not be the issue. A Kraken could control this thing in its sleep.
But not everyone does take those feats. When did you last see a wizard with Power Attack? Some rogues and clerics might, and most rangers, depending on build. Not many people bother with cleave. Some casters have Silent Spell; some have Scribe Scroll. It's rather the point of feats as options. They make the characters different.
And if everyone had PA as a baked-in option (which wizards would of course ignore), fighters and barbarians would want a feat to get double PA. And so on.
The problem with that is option paralysis. If everyone, monsters included, have these options all the time it'll bog the game down even more than already happens.
Those are combat feats, and so principally directed at the fighter. If you remove them, do you remove his feat slots?