Karzoug the Claimer

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Organized Play Member. 223 posts. No reviews. No lists. No wishlists. 1 Organized Play character.




As title says can you start a cone at a back corner?
x= effect, -=blank, o=caster

--x---
--xx--
-oxxx-
------

The example in the book is like this.

--x---
--xx--
--xxx-
-o----

I have always allowed it but it came up in a game and just wanted to know the RAW of it.


I have a few guys coming over for a game this weekend it might be a one shot or if we have fun a once a month game. Spent today watching old 80's TV with my son and got inspired to make pregen characters based on those characters.

My ideas so far.

MacGyver- thinking cryptbreaker alchemist or archaeologist bard

Stringfellow Hawke- a ranger with a wolf companion, need to figure out how to let the wolf fly.

Michael Knight- a cavalier with a horse named KITT

Colt Seavers (fall guy)- drawing a blank here thinking just a plain fighter with toughness and die hard.

Give everyone bonus feat improved unarmed strike.

Any other good ideas, was thinking about the A-Team as well.


As the title says I am looking for an adventure for characters 8th-16th level. I prefer adventures like Rise of the Runelords, to hex crawls and kingdom management. No mega-dungeons either want story and cool NPC's hopefully.


I am building a detective character based on characters like Shawn from Psych, or Sherlock Holmes where they notice these little details and remember them when they are important later.

I got the notice things down, he will be a Bard(archaeologist)that uses the Sift cantrip ALL the time.

But wanted some kind of game mechanic to represent the photographic memory aspect of recalling what he notices later.

Is there a feat or trait that does this?


I really like the alternate sorcerer archetypes that use wisdom and intelligence as primary casting ability score, the question is are there any other archetypes, mysteries, or patrons for either the witch or oracle?

Would love to see a wisdom oracle or a charisma witch.

Prefer Paizo published material but would look at 3rd party stuff.


Reading a few threads around here it seems my experience on how fast characters level is not the norm. My group goes through an adventure path book in 3 to 4 game sessions, we level about every other week.

In talks about magic item rarity, healing, access to higher level magic, ect it seems that some people play for months and don't level this is crazy to me. My players would revolt if they didn't level at least once or twice a month.

This is not new to Pathfinder, been gaming forever it seems started in 86' with older brothers first edition stuff. We as a group have always leveled after a couple sessions.

So what is normal for the rest of you?


In another thread I commented on how bad choices are traps for newbies and wanted to expend a bit. Maybe we can come up with a list so that these bad choices are called out and either fixed in the next edition of the game or at least new players will know to avoid them.

I wish I could find the quote that one of the original game designers of 3.0 stated that certain feats were like "Timmy" cards in Magic the Gathering. I honestly don't play magic but the basic idea is that some choices are bad by design so that those with system mastery feel better by avoiding those mistakes. Making people with system knowledge and mastery feel like elitists is just wrong IMHO.

Ok let's get the ball rolling with the two that stand out the most +2/+2 skill modifier feats and most prestige classes.

The +2/+2 modifier feats are just horrible , yeah I know they get to +4/+4 at level 10 but they still fail. A feat should let you do something exciting and cool hopefully let you make a choice to use it. A good feat if it doesn't do this should at least give a constant static bonus to something used every round or every encounter.

If I want to role play a survivalist I put ranks in survival and heal I don't take the "self sufficient" feat.

You only get a feat every other level, wasting them on something like that is just a bad idea. But to a new player it might sound fun and exciting.

Prestige classes, pathfinder went along way down the road to make 3.5 better and in so doing made all the base classes something you wanted to stay in....this is a good thing. But at the same time reduced the power of prestige classes. They are simply now almost without exception weaker than the base class you are leaving. Take a look at the new one in the main book pathfinder chronicler it is a medium BAB class without any real combat bonuses or spell casting ability, what is it supposed to do?

I understand that the game is about roleplaying and not roll playing but come on a new player to the game should be able to sit down and make a character by picking cool sounding things and not bring the rest of the party down in ability.

You can role play the heck out of a min/maxed character the same as roleplaying Timmy the bard who picks the feat Deceitful and spells known rope trick and ventriloquism.

List of bad choices (aka less optimal things you should not pick)
- any feat that gives you +2/+2 to skill checks
- most prestige classes


One of my players just annoyed the hell out of me by purchasing a two person flying carpet. He is an 11th level fighter with a 9th level cohort oracle. The oracle used her action to control the flying carpet and move into position and then the fighter makes a full attack. Rinse and repeat.

Is this a common high level tactic the buffer/healer using their action to move the fighter into position so he gets all his attacks.

I know with mounts because the mount uses your initiative you only make one attack. But in this case it's more like fighting from the back of a wagon someone else is controlling and using their initiative to move.

Help.


Just wondering if there were official alternates for different races taking levels in Magus?

Something that gives more points in the pool or bonus to concentration checks maybe?


Found this link over in the forums at rpg.net and enworld didn't see anything here so figured I would post a link.

***My link was bad, use the one below***

The little stand up cut outs look cool but I wish the background was not just plain white.


I normally DM but last month a friend started running the Serpent's Skull AP. We are 4th level and the first two characters have died tragic and untimely deaths.

My new character is going to be a chaotic good human inquisitor of Gorum and was wondering how you all would play such a character. I am not looking for build advice just background thoughts and fun personality ideas.

I guess it is just hard to think of what an inquisitor would do as his job in the church. It applies to almost any chaotic deity, but with Gorum it seems even harder. Do I root out pacifists within the church? That sounds laughable. Do Gorum inquisitors fight the weakest members of the church to toughen them up (shape up or ship out)?


I was looking at making an intelligent item for a game and noticed that the item can have an unlimited per day 0 level spell that the item uses as it's action not the characters.

So as a player what kind of goofy stuff could this do?
>+1 temporary hit point a round
>+1 to an attack, skill check, or save per round
>one character with 25 ft automatically makes their stabilization roll each round

As a DM I think it could be very fun in messing with the players lives.

>A pyromaniac item with spark setting buildings and tinder on fire as the party is leaving an area
>A mischievous item with prestidigitation turning peoples skin, hair, and clothing different colors, writing different messages on peoples foreheads, soiling the food at nearby tables in an inn, ect.
>ghost sound or mage hand to "haunt" the characters

What fun stuff can you all think of to do with a free cantrip use all day long?

I think I am going to make a ring of sustenance putrefy the food and drink the wearer consumes. It thinks that the character is being unfaithful by eating when it is providing all the nurishment he needs.


My copy of of Advanced Players Guide does not have acid splash or arcane mark on the spell list. The PF-SRD lists both as on the spell list but the errata download only mentions adding arcane mark.

So the question is does the Witch have acid splash or not? I hope so I think all casters should have some kind of 0 level attack spell.


What official ways are there to prevent someone from teleporting into a location? Already know it doesn't do planar travel so if a location is a pocket dimension it's a no go. I remember in some of the 3.5 books there were spells to make a location a no teleport zone, but can't find them in my books, plus I would like a RAW pathfinder way.

Yes DM fiat can make a place so, just like you can say this magic door can't be destroyed or opened without X, but that's lame as hell. I hate saying things don't work because I said so.


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Anyone done any groundwork to convert Dragon Age to d20/Pathfinder? I own the Green Ronin game and well it doesn't do it for me. I can't think for the life of me why a company that has a great d20 base with 3 core classes and a default level range of 1-20 (I'm talking about True 20 here) didn't just use that instead of trying to come up with a bunch of new rules from the ground up.

So yeah any good homebrew stuff for DA out on the interweb?


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My players really want to do a spell point system and I am inclined to agree with them but both of the traditional options I think don't work well.

First the option out of Unearthed Arcana (available on d20 srd) doesn't take into account that spells that don't use caster level for damage can be abused. Example casting a magic missle that does 5d4+5 uses 9 spell points the same as casting a 5th level spell, but casting color spray costs 1 all the time. Plus nothing stopping casters from going nova all the time.

Second a popular house rule I've seen is convert spells able to cast on a level to point ratio total points and that is your mana pool to cast spells. Spells cost only their level in mana so a fireball cost 3 mana. The problem with this is not that a mage can spam magic missle every round but that he can nova his highest level spells round after round.

My players want to just use the second system, but I find it to broken and said no.

But now that I have some time to sit down and think about things I came up with this idea....sorry it took so long to get here.

Cool Down Die

Use the second option as far as determining total mana and cost of spells but to keep casters from just using high level spells round after round limit how much mana they can use.

Take the highest level spell the caster can cast and double it this is your cool down die. Those able to cast only 1st level spells won't need one you will see in a bit and casters able to cast higher than 6th level can just use a d20 and set it to the right number.

The die starts at double the highest level you can cast, and when you spend mana lower the die by that amount you can only spend an amount of mana equal to or lower then the die. At the end of your turn raise the amount of the die by one if you cast a spell that turn and by two if you did not.

Example.
Sorcerer Tim level 10 sorcorer 22 cha has 89 mana points and since he his highest level spell he can cast is 5th he has a d10 cooldown die.

Round 1: Tim casts Wall of Force (5 mana) he subtracts 5 from his mana point total and lowers his cool down die by 5. But takes it back up by one at end of round so it's now at 6.

Round 2:Tim casts Fireball (3 mana) he subtracts 3 from total mana pool and lowers the cooldown die to 3. At end of turn he takes it up to 4.

Round 3:Tim with his cool down die at 4 can't spend the 5 mana he needs to cast another Wall of Force but does cast Black Tentacles for some much needed crowd control. This reduces his total mana now down to 77 for the day but his cool down die goes to 0 at the end of the round going back up to 1.

Round 4:Tim could only cast 1st level spells this round but chooses to instead use his wand of lighting bolt. He doesn't cast a spell himself this round so at the end of the round he increases his cool down die by 2 points going up to 3.

Round 5:Tim ....you get the idea by now.

So if you stayed with me and read all that what do you think?

Ohh and I know about the beta test for words of power that just got released and emailed my players so they could take a look maybe that will make them happy, but since I had this idea I wanted to share it with the world and put it down somewhere.


I have an idea that is not fully fleshed out and wanted to run it past some other minds and see what happens.

No full round actions. Instead everything falls under the other normal action types.

Standard.
Move.
Swift.
Free.
Immediate.

When you would gain an iterative attack at +6 BAB you gain the ability to use your move action for the attack. At +11 a swift action for an an attack and at +16 allowed to make one attack as a free action per round.

Make two weapon fighting grant an immediate action that is triggered using a standard action to make an attack, imp two weapon fighting triggered immediate when using a move action to make an attack, ect..

Casting a full round spell uses a standard action to start to cast and a free action at the start or your next turn to finish.

Shifting 5' is a swift action that can be done only once per round. (replaces the normal 5' step)

Monks need work, thinking or dropping flurry and just giving them two weapon fighting bonus feats....not sure yet.

Pro's
- allows for more movement
- lets a gish use a standard action to cast a spell and then if high enough BAB still use his move action to attack.
- lets people feel like they are doing more in their round

Just something that's been crawling around in my head the last few weeks and wanted to get it out there.


Is there a way for the alchemist to use his action to apply extracts with the infusion discovery to others. I looked into 3rd party stuff like injection arrows/bolts, and came up with an aerosol dispersion discovery as a quick fix but is there any official raw ways to do this?


I was thinking about changing the way the armor enchantment fortification works.

+1 Light - Grants 10/non-critical,non-precision damage
+3 Medium - Grants 20/non-critical,non-precision damage
+5 Heavy - Grants 30/non-critical,non-precision damage

I don't like adding the percentile roll during the mix of combat and the all or nothing aspect of the normal rules.

Does this seem balanced? Would this option be picked up more/less frequently then the normal one?

Just to be clear to make things quick the DR would be applied to the total damage of the roll if it was a sneak attack or critical hit. So as to not have to worry about how much of the total is from sneak attack or critical hits.


In the game I am running for my kids starting tonight, my daughter has decided to play a gnome druid. In building her character I wanted to make sure she has something to do in combat every round. With only one feat staying in the back and using a sling seemed pointless. She does not like the idea of being in melee combat so I decided to adapt ray of frost into a druid orison and call it Zap. (Stolen idea from dungeon siege video game) Zap is a green lighting bolt works just like ray of frost but does lighting damage and is a druid orison. Bards have daze but maybe a sonic d3 damage spell would be a nice addition, Clerics have guidance which works well as a to buff others in combat but a positive energy ray that does d3 damage to undead might be good too.


Summon monster III lets you get a lantern archon. Lantern archon's can cast continual flame as an at-will spell like ability. Spell like abilities don't require material components so.... one casting of summon monster III at 5th level lets you make 5 everburning torches, rocks, lanterns, ect..

Now in my current campaign the world and most of it's economy is in ruin anyway so I don't think it will have a big impact on the game or the world but in a normal campaign wouldn't this be a big way to cheat and make a bunch of money.


I am planning on running a game for my 13 year old son and 8 year old daughter.

The first question is a rules one I guess how to make a PC that is in the 8-13 year old range my son likes the idea of playing an older character but my daughter wants to play a kid. Is giving her the "small" characteristic and her lowest ability placed in strength good enough or should I consider something else?

Second, what advice/experience can be shared for running games with kids and/or games where a PC was a child?

Thanks in advance.

P.S- I love the art in Pathfinder and I attribute it for a renewed love of D&D, I had DM writers block for a while and Pathfinder is very inspirational. Thank you Paizo, especialy the artists.


I am thinking of adding a new house rule to my campaign, the inspiration came from the Dragon Age rpg. Use dexterity to add bonus to hit as normal but all ranged attacks get to add wisdom to damage OR strength if such is normally allowed. This gives the crossbow user a nice adder without basing the extra damage on dexterity.

Why wisdom because it's the perception stat in Pathfinder and adding damage for ranged weapons based on perception makes sense to me.

Oh and hello all, been lurking around alittle since beta but just got a good campaign going using my new core book this spring break and I am having a wonderful time.