Thank you for the excellent help.
Fake Healer wrote:
I asked Monte Cook as well. I asked why is it a big deal to enchant the fists since they are melee weapons anyhow. This is what he said:
"My answer would be no.
No, not in this one. It says people walk up to them and thank them or marvel at them as vampire slayers, etc. The point behind fame. People are supposed to know who they are. That's why I think it's unrealistic.
Can the rogue with spellcraft or some sort of permanent detect magic cast on himself detect that he's being detected by another creature trying to find him?
paul halcott wrote:
Back when I was in the Army, we would start on Friday right after the final formation, and play through until PT monday morning. We would catch a little sleep as needed and stock pi;e the food and snacks to minimize other breaks in the action. Crazy days. We hit all the classics, Temple of Elemental Evil, Against the Giants, Tomb of Horrors. My favorite hands down was Vecna Lives.
Awesome. Good times, man. My original character is still alive but has been unplayed in several years. He is a 32nd level paladin (3.5) but had gone through the transformations from 1st edition until then. My buddy built his own incredible world where we fought against the likes of Vecna and Mordenkainen etc. Too many interesting adventures to recount.
William Ronald wrote:
Another good one William. That temperature is insane!
Wow, that's awesome. Maybe every gaming group back then had a 6'7" guy and I never knew it, lol.
LOL! That's some great memories! That's very similar to us actually. Dr. Pepper we would drink and stack the cans until they hit my mom's cellar ceiling! One of the most memorable times for us (this is 1st edition) was when my buddy, who is like 6'7" rolled his die, and it flew into the air, then flew off the table, bounced off the floor, and disappeared down into my basement's sump pump - a dark, dank scary spider place... From there on, "Sump Pump!" became the cry for anyone that tossed their die wildly and lost control of it.
Clark Peterson wrote:
Your comments are on the excessive side. Unnecessary. While there is certainly truth to your words, and I understand where you are coming from (in fact you are completely right), I posted in need of help - that was the point of the post. I am not in need of an object lesson. I shared your comments with peers and they agree. Your additional response was slightly too harsh.
On the other hand, I appreciate VERY MUCH Gary's humble and helpful response.
Oh James...of course you are right. Note the word "fetish" above. Wishful thinking, daydreaming, the need for high-powered creations to throw at my epic players who are using strangely concocted 3.5/Pathfinder builds...I could go on...but at the very least, on the verge of Thanksgiving, I want to thank you James and Jason, Monte, Sean Wesley and the rest of the team for putting out such great material. Thank you, and I mean it.
One thing I noticed is that the Erebus campaign assumes leveling at certain points in the campaign, but it doesn't seem to match up with the medium progression as stated, since it does take more to level in pathfinder. Oh well, that's where the DM responsibility comes in to engender creative fill-in encounters.
It seems that the old method was a bit easier, but maybe not...now, there is no cross-reference of character level, simply the XP budget/CRs and then you hand out a number depending on the # of players in the group. I like it - it seems that with the higher XP required it takes longer to level, which seems to balance out the higher-powered nature of the classes. Is this a correct assessment? What do others think of the new XP system?
Okay, so what I understand is that you can sneak attack undead now, if they are not incorporeal. Is that correct? Secondly, undead are now not immune to critical hits unless they are incorporeal or unless you have a ghost touch weapon or other means of ignoring their concealment. Feedback is appreciated!
In the new Adventure Path (Council), there is much content in the front matter that is critical to convey to the players but can often get buried in paragraph after paragraph (this is nothing new to this mod). For example, I identified about 6-7 key scene points that I had to roleplay for the players but needed to be dug out from inside a paragraph somewhere. When combat sections appear, things go more smoothly.
My suggestion: create Guide Points or some sort of Key Markers that allow the DM (through a shaded area or section) to identify a section that will be relevant to convey via speech to the players.
If anyone doesn't like the iconics, just do what I do - my players draw their figures (most are articistic) and I clip those to the screen, or I cut up a beautiful shot of Conan from Frazetta and put that on a panel - or for example, I cut out a picture of Grazz't with his lover from an old Dragon magazine...every few months I will change it up.
Situation - high level assassin was hiding in plain sight, invisible, etc. etc. and his enemy had no idea he was there. The PC is 26th level and has seven attacks. He was right behind the guy and waited. On his turn, should he get a sneak attack on every attack, or does he get only two? (he has two weapon fighting) and the rest just normal attacks?...thanks for feedback.
Okay - my core 3.5 player for years likes the new cleave, but correctly states that "it's good, but it's a totally different feat." I actually agree with him to an extent. What do other GMs think of adding in Pathfinder feats to the 3.5 game as additional options - thus both Cleaves would be available...or giving the players the option to choose which Cleave they will use. It's the DM's call obviously whether to make a whole change - but just throwing it out there to others...
You guys rock! I have to say, PAIZO messageboards are an incredible source for idea sharing and rule clarifying.
When you consider the fact that for 10,000 gp, everybody bought the greater crystal of true death...
It just bothers me that rogues can sneak attack undead. and yes, tha'ts the way it's always been. that's what made it so fearsome to face an undead. Something has to be said about the dread of it all. it's sort of why I don't like Death Spells being gimped either, despiteunderstanding it. It's like we jazzed up everything for characters when there was real fear of death. And why is the rule of massive damage still in? that rule is absurd!
If this was posted elsewhere please let me know...but sneak attack "some" undead? Will that be defined in the Bestiary or is it explored in the Core Rulebook? Has there been updated language from the Beta to the Final?
Did they give undead more hit points as a result? I am not happy about this since the ability to not be able to sneak attack undead has been a mainstay in core D&D since the beginning.
What do you mean by move and attack all combatants? You mean a 5' step? It sounds like if there are dudes in front of me, they have to be "adjacent" to one another - the only difference between whirlwind and great cleave since with whirlwind they just need to be "within reach."
I think I am missing something here.
Sounds good guys - I'ts just good to hear others that feel the same way! Please keep posting here if anybody actually does this...I'd be glad to contribute to the Wiki. Do you think PAIZO would start a WIKI on this? I would think they already had this somewhere as an internal document, don't you think?
Exactly. I know my players - and I am forseeing that there will be a LOT of rule lookups - has anyone been talking about that? the big changes are no big deal. It's the small differences that will mean everything. WE NEED A RIDICULOUSLY LONG (I don't care how long) COMPREHENSIVE "DIFFERENCES" Sheet.
Erik Mona wrote:
Hi everyone, I've included a customized Rakshasa bloodline (which I created) for Pathfinder that anybody can use or critique as you like. Let me know what you think. It is scaled to the power of other bloodline powers etc. in the beta book.
Brilliant and malevolent, full-blooded Rakshasas are nefarious outsiders who cherish power above all else. In their far-ranging quest for self-pleasure and status, Rakshasa often pay little heed to the lives they destroy in their wake. Some of the more nomadic of the race have scattered mixed progeny across the realm of Golarion – a rare event indeed. The influence of these bloodlines have enhanced sorcerous tendencies in some of the more common of races.
Class Skill: Diplomacy
Bonus Spells: Disguise self (3rd), detect thoughts (5th), displacement (7th), phantasmal killer (9th), baleful polymorph (11th), disintegrate (13th), greater polymorph (15th), iron body (17th), time stop (19th).
Bonus Feats: Alertness, Combat Casting, Dodge, Quicken Spell, Improved Initiative, Spell Focus, Persuasive, Spell Penetration
Bloodline Powers: Tainted by the power of the mystical Rakshasa, you gain many powers that illustrate your power over mind, body and time.
Claw Force Ray (Su): Starting at 1st level, you can unleash a force-based ray that takes on the shape of a tiger claw. To do so is a standard action, targeting any foe within 30 feet as a ranged touch attack. The Claw Force Ray deals 1d6 points of force damage +1 for every two caster levels you possess.
Arcane Barrier (Su): At 3rd level, you gain +1 on all saves versus arcane spells. As you begin to exhibit more control over your body, you also gain DR 1/Piercing, which increases to DR 2 at 7th, DR 3 at 11th, DR 4 at 15th and DR 5 at 19th.
Zero Presence (Su): At 9th level, you can turn invisible a number of rounds equal to your caster level. This ability functions as greater invisibility. These rounds need not be consecutive.
Revealing Eye (Su): At 15th level, you gain the ability to see things as they really are. This ability functions as True Seeing at half your level (thus 15th level sorcerers could use it for 7 minutes) but it does not need to be used in consecutive rounds as the spell. To activate the ability is a standard action.
Empty Mind, Empty Body (Su): At 20th level, you’ve gained a form of mastery over your mind and physical form, granting you a continuous mind blank effect. In addition, your saving throw bonus versus arcane spells increases to +3 and you can go ethereal once per day as the spell ethereal jaunt for your level.