Ok, that is one posibility, but loosing pretty much all my skills for 3 levels is too hefty a price to pay in my opinion for what I get in return.
Bonus feats are nice, but one thing about E6 is that feats are something we'll eventually not lack, as we keep getting more of them after we reach level 6. So while they're nice, the "higher" we get the less useful they are.
Thanks for the idea, but not really what i'm looking for.
Ok, so the old DR rules, with +3 overcoming Cold Iron etc.
I always assumed that you need an actual +3 Enhancement bonus on the weapon to overcome Cold Iron, and that a +2 Flaming weapon would not be enough, even though it also costs +3 to make.
Weapons with an enhancement bonus of +3 or greater can ignore some types of damage reduction, regardless of their actual material or alignment.
Under the Magic Weapons section they usually differentiate between Enhancement Bonus (the actual +x on a weapon) and "Weapon Bonus" (the total number for determening price), so I figured it was clear.
Now however, DR/epic in Mythic Adventures states that for DR/epic those special abilities count. A "+1 Keen Flaming Burst Holy" counts as a +6 for that and overcomes DR/epic.
So, does the same apply to normal DR too, or is that a special case for Epic DR?
I'm playing in an E6 game, and we just reached level 4.
I'm a Ninja so far, TWF with daggers. Now sticking to Ninja for the last 3 levels will work easily enough, I know that.
Yet I'm wondering if there aren't any great multiclass options I might give up on.
The world itself is extremely low magic. There are almost no magic items, and magic classes are almost as rare, but not unheard of, so they're all possible for PCs. Only class not available is the gunslinger.
Stat array is: 10/16/12/14/10/16
The role I have in the group is that of face/diplomat/dirty sneaky thief and also some damage in combat, though the Barbarian does a far better job at that then me.
Funny enough one of the classes I'm looking at is the Sorcerer, but then again I think it's quite silly.
As there are only 3 levels left (E6, remember?), I wouldn't want to multiclass more than 1 or 2 levels. 3 possible but only if the option is really great.
Ok, I'm a little confused about Haunts.
a) Dealing HP damage via channel energy/cure spells etc. neutralizes it, but it will reform after a certain time.
But what does Dispel Magic do to it? Neutralize till it resets? Destroy completely? Does it even do anything at all?
Ok, I was convinced I had read somewhere that if you're mounted you can choose the square from which you attack.
However I've searched forever now, and I can't find that. Am I wrong? Is that not how it works?
Thanks for your impressions on the AP, I find it always interesting to read how other groups do things.
After a playtime of one year and one month, with sessions of three hours once per week, our group today finished Jade Regent.
For example this rather surprises me. It makes me feel like I'm super slow.I started my Jade Regent game last December, so we're actually creeping up on the 1 year mark now. But our sessions are usually 6-8 hours long, and we're just getting started with Book 5.
I don't know if the fact we play online over Skype and Roll20 or if I just take forever for combats, or if my players and I simply do more RP in between (but you said you had plenty of that too).
I have to agree on what you said about the NPCs. Ameiko gets the most spotlight, and then there's nothing for a long time. Koya and Spivey usually only get pulled out for Knowledge checks nobody in the party has, to help with Spellcraft to identify loot or to heal everyone up again.
Relationship subsystem is a neat idea, but I agree it kinda feels... strange. I'm more or less handwaving that now and simply go along with how they RP their interactions with the NPCs instead of tracking numbers. Not to mention that if you play it by the book, you have to be a Master Diplomat AND a Master Sense-Motiver to even have a slight chance on seducing any of them before Ameiko becomes Empress.
Don't forget one thing: At least my party would most likely completely ignore the undead and just focus everything they have on the necromancer, figuring once he's dead the undead aren't a big problem anymore.
Doesn't help that they have the ranged attack power to pull it off too.
What I'm saying is, some classes might look good on paper and have great abilities, but if they just get killed in two volleys of arrows and a fireball, it doesn't help.
The problem with this ability is that it's either horribly underpowered, awful and useless if you limit it to 1 per target, or that it is extremely powerful.
It is true, you need seperate ranged touch attacks, and you can save against them. But let me share my experience with them:
Last week I ran my group through the Ruby Phoenix Tournament, where in one fight they face a band of 4 Sound Striker bards. I had buffed them a bit as I did all the enemies as my group is a bit higher and all, and on paper they seemed quite bad.
They ended up doing 10 1d8+6 attacks with a +16 or so ranged touch. I had not really min-maxed them, but they were buffed with Heroism, Haste, Cat's Grace and Inspire Courage for the attack roll, as well as Eagle's Splendor for damage. They're 11th level after all, and all of that are bard spells, so it would be stupid for them to not use that.
So 10 seperate ranged touch attacks turned out to be not really hard at all, considering touch AC is usually pitifully low. Against most players they hit on anything but a nat 1, the monk was the only one that would have been able to stand that. I thought it was higher on the Samurai as well but turned out it wasn't.
When the first of them oneshotted the Oracle (he hit with 9 of them, but the Oracle only saved against 4 I believe), I realised that that ability is far more powerful than I thought.
They managed to win, barely. The Zen Archer Monk was shooting them and usually taking out one per round, and damaging another, and the Samurai and Cavalier were working together and also managed to put one down.
However, if they could just have hit each of them with a single attack? It would have been a slaughter. The bards being slaughtered, I mean.
Here's the relevant quotes:
Trick Shot wrote:
At 11th level, a zen archer may hit targets that he might otherwise miss. By spending 1 point from his ki pool as a swift action, the zen archer can ignore concealment. By spending 2 points, he can ignore total concealment or cover. By spending 3 points, he can ignore total cover, even firing arrows around corners. The arrow must still be able to reach the target; a target inside a closed building with no open doors or windows cannot be attacked. These effects last for 1 round.
The creature cannot see. It takes a –2 penalty to Armor Class, loses its Dexterity bonus to AC (if any), and takes a –4 penalty on most Strength- and Dexterity-based skill checks and on opposed Perception skill checks. All checks and activities that rely on vision (such as reading and Perception checks based on sight) automatically fail. All opponents are considered to have total concealment (50% miss chance) against the blinded character. Blind creatures must make a DC 10 Acrobatics skill check to move faster than half speed. Creatures that fail this check fall prone. Characters who remain blinded for a long time grow accustomed to these drawbacks and can overcome some of them.
It seems fairly straightforward that a Zen Archer could spend 2 Ki points and ignore the total concealment imposed on him by the Blinded condition, right?
I guess I could say "You're not sure where the enemy is now, so you attack the wrong square" Unless he makes a perception check vs the enemy's stealth check I suppose.
Would the enemy gain the +20 bonus for being invisible against the blinded character, because he can't be seen? Or is the -4 penalty the blinded guy gets as far as it goes?
Also could the Zen Archer simply spend 3 ki to overcome "total cover" and simply pinpoint the target that way? I don't think so, but I'm sure it will come up.
As others have said, your math is fine. Two handed figthers who dedicate their build to damage do that very, very well.
How your DM should deal with it? He shouldn't worry too much about it. 1st and 2nd level are like that. Some PCs also have just single digit HPs and can be oneshotted by a lucky hit and maybe even killed by a lucky crit as well. One advice to the GM: Avoid x3 or x4 weapons at those levels, for that very reason.
It will sort itself out in a few levels. Your damage won't significantly increase till 4th level, when you get to the next tier of power attack, but the HPs of NPCs at that level will have aproximately trippled.
Dumped Int hardly means you're pants-on-head retarded. It just means you find it difficult to pick up new things, thus you stick to a few closely practiced skills. It just means you're not broad-minded; you don't need to talk in caveman speak, you can still understand tactical maneuvers at least as well and most likely better than most animals, etc. You lack the broad-mindedness represented by Combat Expertise to employ highly efficient defensive tactics, but that doesn't mean you can't fight defensively at all. Sure, without access to CE, you can't take the "smart" improved combat maneuver feats like trip or disarm, but that just means you can't figure out how to do it in such a way that you don't open yourself up to an AoO. [...]
I don't agree with all you say about Charisma, but your take on Low Intelligence Characters I can support fully. Int 7 means you're slow to grasp new things, you're that guy that laughs about the joke that was told 5 minutes ago because you finally understood it, stuff like that. You're not a drooling idiot that walks repeatedly against the wall, because you don't realise the door is two steps to the right.
About Charisma: I don't agree that a low charisma character has to have a pessimistic outlook on live and be all gloomy. It's certainly a possibility, but it's not necessarily the only one. He can be quite sure with himself in certain fields, like the ones he's good at, but might just be inexperienced in social situations.
In other words: Your appearance is totally up to you. If you make yourself super hot, but have a Cha of 7, think about why that is and play that way.
Ok, it seems kinda obvious, but I got into a little bit of an argument with one of my players yesterday about it, so I wish to see if I was wrong.
Pinpoint Targeting wrote:
Now he did a Pinpoint Targeting (PPT) attack and then wanted to move his speed. I told him, he can't do that cause he used PPT. He disagreed obviously and said that only counts if you move before the shot.
To me the rules seems obvious: If you move, you can't use PPT afterwards. If you use PPT you can't move, but you can still use your move action for other stuff.
And that's how I ruled. Felt a bit like a dick, to not allow him to do the rest of his full attack either, but I figured in that moment "Ok they're 12th level, they should know by now how their feats work"
However he did also say this, and it got me thinking: "Ok, if I can't do this, then why would I use PPT? I would just flurry and shoot my 7 arrows at him" (he's a Zen Archer and took it via his bonusfeat)
So two questions I suppose:
It probably would, but if this was my game I'd say you lose the benefit of the Knife Master archetype then, cause you're essentially using a club.
Sounds very cool. I may steal this! I was looking at ascending them after they get the emperor's blessing in book 6.
Please, feel free to!Well the emperor's blessings are more or less just before the end-phase, they'll not get much milage out of being mythic. Of course if that's where you are right now in the AP that actually would be a good point (it's possibly where they gain their last mythic tier before going in)
Oh, just reading it that actually sounds pretty nice.
My group is currently thinking about taking a trip to a larger city to sell all their loot and so on, and have a few things crafted that will take them about a week. They plan on hiring a wizard to teleport them to a city bigger and farther away, most likely outside of Minkai.
That would be a perfect time to fill with this.
They can hardly stay invisible forever, the Oni know they're close anyway. And being the Ruby Phoenix Champions might actually give them a boost in rallying the people.
My party aquired a "flawed crystal ball", which acts like a normal Crystal Ball except with the following addition:
flawed crystal ball (the subject of the scrying automatically notices the magical sensor created by the crystal ball)
Which in my opinion is a quite debilitating flaw, as it makes it nearly impossible to use it on enemies.
So I'm not sure how to price it.
I avoided reading much in here, to avoid getting spoilered, in case I find a game to play in. So even if that was answered already, I didn't see it.
But I'm wondering. Pirates almost by definition aren't nice people. They plunder innocent merchants, maybe even kill them and sink their ships. They murder and backstab each other when it seems like a good idea.
You can say buccaneers are different, but honestly they're not. The only difference is that they only attack innocent merchants from certain nations and not from others. They still kill and murder people that haven't done anything to them.
Even more moderate pirates don't really have the stuff heroes are made out of. They might just rob and steal and not murder and rape and burn, but that's still not very heroic.
So and now there's an AP where you play Pirates. Without spoilering too much, but just how evil is the stuff they do in the AP? Let's divide that into
What I mean with b) is that I'm aware you can turn every AP into evil, if you want to, but that usually derails it fairly quick. I'm wondering where the "breaking point" for S&S is, if that makes any sense.
The one that leaps instantly to mind for me would be Jade Regent. I'm too far into my current game of it to incorporate mythic now,
I'm at the end of Book 4 now and I just made my character mythic.
I actually started a threat over on the JR forum about it a while ago, and just wrote a post about how I went about making them Mythic. Link to the post
Short version: When dealing with the Kami in the Forest of Spirits they imbue them with a bit of their power, making them Mythic.
Obviosuly now I have to considerably buff up the Oni and their major villains but I would have to do that anyway, so it's good.
What's this Ruby Tournament you're talking about?
Anyway, update on my group:
Anyway, back on topic: Noburo, the Kami on the clearing then asked them all to gather, under the full moon (thinking about it, the midday sun might have been better, since Shizuru is the sun-goddess, but Moon works too being Shizuru's lover). Ameiko was there too and he had asked them to bring along the Amatatsu Seal.
When they opened the box the seal was already faintly glowing in the moonlight, and Noburo explained that as thanks for killing the last Oni and finally allowing them access to the HoWB he would like to imbue some of this peace and tranquility into them, so it may help them on their quest to free Minkai from the grasp of the Five Storms.
Then he touched the Seal and it started to glow brightly under it's own power now and everyone felt that sense of peace and tranquility they had felt before whenever they've been in the clearing (I made a point of mentioning that each time they visited it before) wash over them, seep into them.
That was their moment of Ascension obviously. I thought it was pretty cool, and fit into the overall place in the story, think the players liked it too.
As an added sideeffect, the Zen Archer who had joined in Ordu-Aganhei and the Cohort were made Scions too, as they'd not been before.
Also stealing and modifying an idea from that other post, I gave them the ability to expend 1 Mythic Point to create an aura of calm and tranquility around them, protecting them from the Oni's view for a short while - about 1 minute each - during which time they can take out the Amatatsu Seal of the warding box without fear of it sending up flares right away.
Actually, the "Five Storms" moniker seems to be just a name, as far as I could discern from the different write-ups about the organization, it does not refer to the number of leaders.
That was my impression too, that it's just a name for the group, not simply five of them.
One of the secrets they can find in the House of Withered Blossoms is that "Many different varieties of oni make up the Five Storms"
That just doesn't sound like it's just 4 or 5 total, but much more.
Also "The Five Storms, while powerful, are disorganized and easily distracted, and the oni who make up the organization are constantly at odds with each other."
This again seems to imply more than just a handful of Oni.
Ok, so my players have collected a metric ton of magic and mundane items (well to be honest I didn't check the weight, but it gotta be close :) ) and obviously want to make it to gold now to equip themselves.
So far I was under the impression the Purchase Limit given on the Settlements page is the maximum the town can buy. So a Small Town could buy magic items worth 5000 gp and such.
Now after a player mentioned it and I re-read the rule, it seems to say that the 5000 is only the limit per item, and not the total.
Is that correct? (English isn't my first language, so I sometimes do misunderstand weird sentences)
It seems weird, that they can sell like 10 or 20 items for 5,000 gp EACH, for 50 or 100k, but when they try to sell a single item for 7,000 they can't afford it.
I haven't actually tested it yet, but from a read-through I'm also very worried that it just brings things too far over the top.
My players will be 12 soon, so they're already very hard to challange, if I add even a single Mythic Tier on them, it will probably get completely out of hand.
I was thinking making these adjustments to it.
b) You get one Mythic point for doing something amazing, subject to GM ruling. This will probably happen a bit more often than the Boons mentioned above, but not often enough that they can count on it happening all the time. Coming up with ingenious plans to solve a situation in a completely different way than they were planned. Etc. If what you did was something absolutely unbelievable you might get two points or probably even something else. (This is usually on a player by player basis)
c) MAYBE give them a single point for each day of rest back. I'm not sure about this yet.
d) If a Mythic Power turns out to be overpowered compared to other powers, it might cost 2 or even 3 points to use.
I think that might make Mythic abilities and so a bit more "special" and not something you can easily burn through before going to rest.
I think the point where the characters should get mythic power would have been when they were imbued by the Amatatsu seal to be Amatatsu scions. I don't see many Points elsewhere in the AP where it would make sense.
Well my players are past that point by a long time already.I agree it would make a good place, but as we're past it, I got the choice of using another place or not doing it at all.
They're about to clean out the ancient Oni prison, and slay the last occupant, helping the Kami forces finally figure out an ancient mystery, and they're at the brink of toppling from the throne of Minkai.
That sounds Mythic enough to me I guess.
Mind you, I still gotta study the rules a bit more closely I might decide to not do it.
It could simply be his presence that inspires them. You know the whole "lead by example" thing.
Remember: In PF you don't actually *need* a Perform skill for Bardic Performances (well some of them you still do, but not Inspire Courage).
If you really want a Perform tied to it, maybe Act, as he's putting on a show of confidence (maybe more confidence than he actually has himself?). Not a flashy show, but as I said above, a "I'm not scared, so you shouldn't either" show.
How well do you know this player? Is he a good friend that you want to have in your game at all costs?
Because to be frank, what you tell sounds like the general archetype of a "problem player", that just argue over rules for the fun of it or to disrupt the game.
Tell him, that if he doesn't like this particular rule, then that's bad, but everyone will run into situations where they can't do something. You think the fighter likes that he can't charge through an ally's square or the rogue thinks it's fair you have to be flanking to get sneak attack?
Tell him that GMing is a lot more work than just sit there and read stuff from a notebook/book/PDF at them, it involves a lot of preparation, and the same rules debates that have been done 5 times now are not fun for you (and probably none of the other players eeither) and if he doesn't stop it might be time for him to find a different GM.
That sounds harsh, but might be the only way.
Now with the release of the Mythic rules I'm considering if I should implement that to some degree into Jade Regent.
My group is currently near the end of Book 4, and perhaps will kill Munasukaru next session or the one after. Considering they're currently working with Kami as well, that would make a good spot for their Ascension I'm thinking.
However I'm worried that that might trivialize the other two books too much. They're already having little trouble killing everything I throw at them.
Obviously the Oni enemies at the very least would get some Mythic tiers as well, as might some of the more prominent enemies. Normal mooks would stay mooks, but might gain a level or get the Advanced template.
I don't plan on giving them the full 10 tiers. Maybe 1 or 2 is what I'm thinking now.
Am I the only one who considers doing that, or are there others?
This is a bit nitpicky, but could make all the difference in an upcoming battle.
The creature in question is the Gorgon:
A gorgon can use its breath weapon once every 1d4+1 rounds to create a 60-foot cone of green gas. Those caught in the area of the gas can attempt a DC 21 Fortitude save to resist the effects, but those who fail the save are immediately petrified. This petrification is temporary—each round, a petrified creature can attempt a new DC 21 Fortitude save to recover from the petrification as long as it is not caught within the area of effect of the gorgon's breath weapon a second time while petrified. A creature exposed to the gorgon's breath a second time while already petrified becomes permanently petrified, and can no longer attempt to make additional Fortitude saves to recover naturally. The save DC is Constitution-based.
I bolded the spot that I'm not 100% sure about. It calls out "the gorgon's breath weapon", not "a gorgon's breath weapon".
As I said, it might be a bit nitpicky, but those are magical creatures so nitpicky is what you need sometimes.
Ok first this is what Acrobatics says:
First, you can use Acrobatics to move on narrow surfaces and uneven ground without falling. A successful check allows you to move at half speed across such surfaces—only one check is needed per round. Use the following table to determine the base DC, which is then modified by the Acrobatics skill modifiers noted below. While you are using Acrobatics in this way, you are considered flat-footed and lose your Dexterity bonus to your AC (if any). If you take damage while using Acrobatics, you must immediately make another Acrobatics check at the same DC to avoid falling or being knocked prone.
I'm sure I read a feat or something, that allowed you to do this and not be flatfooted. Also if possible avoids the additional check when taking damage, but that flatfooted part is the most important.
If possible something a monk can use.
As I'm preparing the 2nd level of Munasukaru's Penance I'm stumbling upon a somewhat nasty problem.
Ichirou, the firstborn son is said to be a coward and surrender and offer all info he has pretty much as soon as he gets attacked. (well at 60 or lower HPs, but knowing my parties damage, that's more or less the same)
Sure they can lie, I suppose. Promise to let him live, and then kill him anyway. But dunno if they'll really do that.
My group left the thralls alive and even took them with them, but none of the vikings.
They also stole the wool in the backroom as well. As well as a horse cart to carry it all.
Of course one of the Thralls (the one they talked with the most) later turned up swimming face down in the river, as per Fatal Warning event.
I agree with Magnuskn, once you get to Book #3 at the latest and run into encounters that do 8d8+4 damage each hit, you notice that your 1d6+6 really looks a bit shabby against it.
Trade Routes Expanded is a nice pdf, gives a few fun wagons, feats and mostly ideas for encounters, but that's it really, it's not a fix in itself.
We're now in Book 4 and we more or less ditched Caravan Combat almost entirely, as well as handwaving most of the managing parts of it. Buying food, etc for example. It's really boring to track that stuff, especially since they can just stop for a day or two if necessary and refill their stores with Survival checks.
For a while I was having Caravan Combat and PC combat side by side, influencing one another but that's getting way too complicated, and really adds very little. By now we're just saying "Ok the rest of the caravan is actually fighting off more bandits, lets just assume it goes well - unless you lose then they lose too"